Fitted virtual shadow maps
Markus Giegl, Michael Wimmer
Graphics Interface 2007, May 2007, pp. 159--168.
Abstract: Too little shadow map resolution and resulting undersampling artifacts, perspective and projection aliasing, have long been a fundamental problem of shadowing scenes with shadow mapping.
We present a new smart, real-time shadow mapping algorithm that virtually increases the resolution of the shadow map beyond the GPU hardware limit where needed. We first sample the scene from the eye-point on the GPU to get the needed shadow map resolution in different parts of the scene. We then process the resulting data on the CPU and finally arrive at a hierarchical grid structure, which we traverse in kd-tree fashion, shadowing the scene with shadow map tiles where needed.
Shadow quality can be traded for speed through an intuitive parameter, with a homogenous quality reduction in the whole scene, down to normal shadow mapping. This allows the algorithm to be used on a wide range of hardware.
@inproceedings{Giegl:2007:FVS,
author = {Markus Giegl and Michael Wimmer},
title = {Fitted virtual shadow maps},
booktitle = {Graphics Interface 2007},
pages = {159--168},
month = may,
year = {2007},
}
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