We identify and analyze several performance problems in a state-of-the-art physically-based soft shadow volume algorithm, and present an improved method that alleviates these prob...
In this paper, we present several optimizations to our previously presented soft shadow volume algorithm. Our optimizations include tighter wedges, heavily optimized pixel shader ...
Ulf Assarsson, Michael Dougherty, Michael Mounier,...
This paper presents a more efficient way of computing single scattering effects in homogeneous participating media for real-time purposes than the currently popular ray-marching b...
Volumetric effects such as beams of light through participating media are an important component in the appearance of the natural world. Many such effects can be faithfully modele...
Ilya Baran, Jiawen Chen, Jonathan Ragan-Kelley, Fr...
Opacity shadow maps approximate light transmittance inside a complex volume with a set of planar opacity maps. A volume made of standard primitives (points, lines, and polygons) i...