Filtering Multi-Layer Shadow Maps for Accurate Soft Shadows
K. Selgrad, C. Dachsbacher, Q. Meyer, M. Stamminger
In Computer Graphics Forum, 34(1), 2015.
Abstract: In this paper, we introduce a novel technique for pre-filtering multi-layer shadow maps. The occluders in the scene are stored as variable-length lists of fragments for each texel. We show how this representation can be filtered by progressively merging these lists. In contrast to previous pre-filtering techniques, our method better captures the distribution of depth values, resulting in a much higher shadow quality for overlapping occluders and occluders with different depths. The pre-filtered maps are generated and evaluated directly on the GPU, and provide efficient queries for shadow tests with arbitrary filter sizes. Accurate soft shadows are rendered in real-time even for complex scenes and difficult setups. Our results demonstrate that our pre-filtered maps are general and particularly scalable.
Keyword(s): soft shadow, shadow mapping, filtering, rendering, I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism Color, shading, shadowing, and texture
@article{Selgrad:2015:FMS,
author = {K. Selgrad and C. Dachsbacher and Q. Meyer and M. Stamminger},
title = {Filtering Multi-Layer Shadow Maps for Accurate Soft Shadows},
journal = {Computer Graphics Forum},
volume = {34},
number = {1},
pages = {205--215},
year = {2015},
}
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