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Sample Based Visibility for Soft Shadows using Alias-free Shadow Maps

8 years 11 months ago
Sample Based Visibility for Soft Shadows using Alias-free Shadow Maps
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. Categories and Subject Descriptors (according to ACM CCS): I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism Shadowing
Erik Sintorn, Elmar Eisemann, Ulf Assarsson
Added 09 Dec 2010
Updated 09 Dec 2010
Type Journal
Year 2008
Where CGF
Authors Erik Sintorn, Elmar Eisemann, Ulf Assarsson
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