Queried virtual shadow maps
Markus Giegl, Michael Wimmer
Symposium on Interactive 3D Graphics and Games, April 2007, pp. 65--72.
Abstract: Shadowing scenes by shadow mapping has long suffered from the fundamental problem of undersampling artifacts due to too low shadow map resolution, leading to so-called perspective and projection aliasing.
In this paper we present a new real-time shadow mapping algorithm capable of shadowing large scenes by virtually increasing the resolution of the shadow map beyond the GPU hardware limit.
We start with a brute force approach that uniformly increases the resolution of the whole shadow map. We then introduce a smarter version which greatly increases runtime performance while still being GPU-friendly. The algorithm contains an easy to use performance/quality-tradeoff parameter, making it tunable to a wide range of graphics hardware.
@inproceedings{Giegl:2007:QVS,
author = {Markus Giegl and Michael Wimmer},
title = {Queried virtual shadow maps},
booktitle = {Symposium on Interactive 3D Graphics and Games},
pages = {65--72},
month = apr,
year = {2007},
}
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