Sample Based Visibility for Soft Shadows using Alias-free Shadow Maps
Erik Sintorn, Elmar Eisemann, Ulf Assarsson
In Computer Graphics Forum, 27(4), 2008.
Abstract: This paper introduces an accurate real-time soft shadow algorithm that uses sample based visibility. Initially, we present a GPU-based alias-free hard shadow map algorithm that typically requires only a single render pass from the light, in contrast to using depth peeling and one pass per layer. For closed objects, we also suppress the need for a bias. The method is extended to soft shadow sampling for an arbitrarily shaped area-/volumetric light source using 128-1024 light samples per screen pixel. The alias-free shadow map guarantees that the visibility is accurately sampled per screen-space pixel, even for arbitrarily shaped (e.g. non-planar) surfaces or solid objects. Another contribution is a smooth coherent shading model to avoid common light leakage near shadow borders due to normal interpolation.
@article{Sintorn:2008:SBV,
author = {Erik Sintorn and Elmar Eisemann and Ulf Assarsson},
title = {Sample Based Visibility for Soft Shadows using Alias-free Shadow Maps},
journal = {Computer Graphics Forum},
volume = {27},
number = {4},
pages = {1285--1292},
year = {2008},
}
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