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Multiple-depth shadow maps

C.A. Pagot, J.L.D. Comba, M.M. de Oliveira Neto
Proceedings. 17th Brazilian Symposium on Computer Graphics and Image Processing  
The new algorithm extends the notions of shadow maps and shadow tests to support the representation of multiple depth values per shadow map cell, as well as multi-valued shadow tests.  ...  Traditional shadow maps store a single depth value per cell, leading to a binary outcome by the shadow test (either lit or in shadow), and are prone to produce aliased shadow borders.  ...  Generalization of Multiple-Depth Shadow Map In this section we formalize the notions of Multiple-Depth Shadow Map and Multiple-Depth Shadow Test.  ... 
doi:10.1109/sibgra.2004.1352975 dblp:conf/sibgrapi/PagotCN04 fatcat:etcdbtjvjjfd3fmqqrcq3wdoce

Robust Soft Shadow Mapping with Backprojection and Depth Peeling

Louis Bavoil, Steven P. Callahan, Cláudio T. Silva
2008 Journal of Graphics Tools  
We present a more robust soft shadow mapping technique, based on a recent backprojection algorithm, that uses depth peeling to address the problems of surface acne and light bleeding.  ...  Our algorithm uses a multi-layer shadow map to reduce light bleeding, and midpoint shadow maps to handle self-shadowing more robustly.  ...  For shadow mapping, this depth peeling results in multiple layers, each containing the occluders' world-space distances to the light plane.  ... 
doi:10.1080/2151237x.2008.10129254 fatcat:pyxoqphol5bzfnxcwtjok5sfom

High Quality Shadows for Real-Time Crowds [article]

G. Ryder, A. M. Day
2006 Eurographics State of the Art Reports  
Current solutions for crowds are either very simplistic for multiple lights or only handle a single directional light with shadows.  ...  In this paper we introduce depth augmented billboards for crowds, to allow for improved quality under local lights, including self-shadowing.  ...  The overhead of using shadow maps comes in two areas, creating the shadow map and using the shadow map in the lighting calculations.  ... 
doi:10.2312/egs.20061023 fatcat:ooisptlljjctbpemcju6o5q4cm

Parallel-split shadow maps for large-scale virtual environments

Fan Zhang, Hanqiu Sun, Leilei Xu, Lee Kit Lun
2006 Proceedings of the 2006 ACM international conference on Virtual reality continuum and its applications - VRCIA '06  
A fast and robust split strategy based on the analysis of shadow map aliasing has been proposed, which produces a moderate aliasing distribution over the whole depth range.  ...  In this paper, we present the Parallel-Split Shadow Maps (PSSMs) scheme, which splits the view frustum into different parts by using the planes parallel to the view plane and then generates multiple smaller  ...  multiple shadow maps for the split parts.  ... 
doi:10.1145/1128923.1128975 dblp:conf/vrcai/ZhangSXL06 fatcat:ty5skxpp5za6nciujggelspg7a

The Soft Shadow Occlusion Camera

Qi Mo, Voicu Popescu, Chris Wyman
2007 15th Pacific Conference on Computer Graphics and Applications (PG'07)  
A fundamental challenge for existing shadow map based algorithms is dealing with partially illuminated surfaces.  ...  The SSOC is used directly in fragment illumination computation without building an explicit "soft shadow map."  ...  Shadow mapping requires a depth map rendered from the light position, and scene points are projected onto this depth map to decide visibility from the light.  ... 
doi:10.1109/pg.2007.23 dblp:conf/pg/MoPW07 fatcat:yza35qsmyfhafnkph7ajtnmwrm

Deep Opacity Maps

Cem Yuksel, John Keyser
2008 Computer graphics forum (Print)  
Extending the concept of opacity shadow maps, the deep opacity map method uses a depth map to obtain a per pixel distribution of opacity layers.  ...  We provide qualitative comparisons to opacity shadow maps and give performance results.  ...  In the first pass of shadow mapping, shadow casting objects are rendered from the light's point of view and depth values are stored in a depth map.  ... 
doi:10.1111/j.1467-8659.2008.01165.x fatcat:s6k3cqac65hijlcr4tsp63se5u

Rendering Fake Soft Shadows with Smoothies [article]

Eric Chan, Fredo Durand
2003 Symposium on Rendering  
The soft shadow edges hide objectionable aliasing artifacts that are noticeable with ordinary shadow maps.  ...  Our approach builds on the shadow map algorithm by attaching geometric primitives that we call "smoothies" to the objects' silhouettes.  ...  Special thanks to Smoothie for casting a very large shadow. This work is supported in part by an ASEE National Defense Science and Engineering Graduate fellowship.  ... 
doi:10.2312/egwr/egwr03/208-218 fatcat:gotesv4bine2bc7zqqlfow2yya

Soft bilateral filtering shadows using multiple image-based algorithms

Hatam H. Ali, Hoshang Kolivand, Mohd Shahrizal Sunar
2016 Multimedia tools and applications  
The method uses fragment shader for rendering multiple shadow maps with penumbra and umbra regions.  ...  Multiple imagebased shadows  ...  Then, the depth map is rendered based on the light source for each pixel into a shadow map, which represents each depth as distinct color.  ... 
doi:10.1007/s11042-016-3254-0 fatcat:yiq727mjn5ci7axhowet3fz2xa

Forward Shadow Mapping [chapter]

Hansong Zhang
1998 Eurographics  
The traditional shadow map algorithm maps the pixels in the eye's view backward into the depth bu ers of light sources (i.e. shadow maps), which is similiar to and often implemented as an extension to  ...  Forward shadow mapping is a new approach to real-time shadow generation.  ...  the shadow map. termine whether a 3-D point is visible to the lights these depth bu ers are also called depth maps or most commonly shadow maps.  ... 
doi:10.1007/978-3-7091-6453-2_12 fatcat:e7vyrautwrfbjkds6mkxrfuxue

Usage of needle maps and shadows to overcome depth edges in depth map reconstruction

Masaaki Iiyama, Koki Hamada, Koh Kakusho, Michihiko Minoh
2008 Pattern Recognition (ICPR), Proceedings of the International Conference on  
To solve this problem, we detect depth edges using shadows and compute a relative depth between two distant points using the widths of the corresponding shadows.  ...  The surface integral of surface normals is used to reconstruct a depth map; however, the depth edges, which are discontinuous boundaries of the depth map, pose a problem for photometric stereo.  ...  [2] uses shadows to solve occlusion problem in stereo correspondence ; however, these approach requires multiple cameras.  ... 
doi:10.1109/icpr.2008.4761015 dblp:conf/icpr/IiyamaHKM08 fatcat:pozenf6kizfqjfd5b74fieout4

Clustered Deep Shadow Maps for Integrated Polyhedral and Volume Rendering [chapter]

Alexander Bornik, Wolfgang Knecht, Markus Hadwiger, Dieter Schmalstieg
2012 Lecture Notes in Computer Science  
We show how anti-aliased high-quality shadows are feasible in scenes composed of multiple overlapping translucent objects, and how sparse scenes can be handled efficiently using clustered deep shadow maps  ...  The ray casting can be conveniently used for both the shadow map computation and the rendering.  ...  Most shadow mapping approaches focus on hard shadows, although soft shadows caused by area light sources can be approximated by superimposing the contribution of multiple point lights.  ... 
doi:10.1007/978-3-642-33179-4_31 fatcat:hxod5t526vhrji57byjrb2jioy

Shadow volume reconstruction from depth maps

Michael D. McCool
2000 ACM Transactions on Graphics  
The scene is rendered from the point of view of the light source and a sampled depth map is recovered.  ...  Current graphics hardware can be used to generate shadows using either the shadow volume or shadow map techniques.  ...  MULTIPLE MAPS Since a single shadow map is limited in its field of view, multiple shadow maps are needed to cast shadows omnidirectionally from a point light source.  ... 
doi:10.1145/343002.343006 fatcat:rfqazyocavdddg3gvtqfarlg2i

A Survey of Real-Time Hard Shadow Mapping Methods

Daniel Scherzer, Michael Wimmer, Werner Purgathofer
2011 Computer graphics forum (Print)  
No survey that describes all the advances made in hard shadow map generation in recent years exists.  ...  So it is not surprising that recent years have seen an explosion in the number of shadow map related publications.  ...  A solution to both problems (layered variance shadow maps) was presented by Lauritzen and McCool [LM08] , who partition the depth range of the shadow map into multiple layers.  ... 
doi:10.1111/j.1467-8659.2010.01841.x fatcat:2hpl5kcvpvezzkertio4xy22ta

Fourier opacity mapping

Jon Jansen, Louis Bavoil
2010 Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games - I3D 10  
Unlike shadow mapping with opaque occluders, we have multiple primitives contributing shadows along a given light ray.  ...  Unlike deep shadow maps, they can be generated efficiently on the GPU using Multiple Render Targets [Nguyen and Donnelly 2005] and rendering in depth buckets [Sintorn and Assarsson 2008] .  ... 
doi:10.1145/1730804.1730831 dblp:conf/si3d/JansenB10 fatcat:xfvj3ygfpfapvdmgbyf4kfnple

Packet-based Hierarchal Soft Shadow Mapping

Baoguang Yang, Jieqing Feng, Gaël Guennebaud, Xinguo Liu
2009 Computer graphics forum (Print)  
Abstract Recent soft shadow mapping techniques based on back-projection can render high quality soft shadows in real time.  ...  At last, we suggest a multiview shadow map approach to reduce the single light sample artifact.  ...  For each view pixel, shadow map texels are classified as occluder or background by comparing their depth values to the pixel's depth.  ... 
doi:10.1111/j.1467-8659.2009.01489.x fatcat:h7r6whe47vewxggkeygjoduzge
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