Recently, several real-time soft shadow algorithms have been introduced which all compute a single shadow map and use its texels to obtain a discrete scene representation. The res...
We present a new, general, and real-time technique for soft global illumination in low-frequency environmental lighting. It accumulates over relatively few spherical proxies which...
Peter-Pike J. Sloan, Naga K. Govindaraju, Derek No...
Normal mapping is a variant of bump mapping that is commonly used in computer games. It models complex surface variations by explicitly storing a surface normal in a texture map. ...
We present a new, real-time method for rendering soft shadows from large light sources or lighting environments on dynamic height fields. The method first computes a horizon map f...
We present a new method suitable for general purpose graphics processing units to render self-shadows on dynamic height fields under dynamic light environments in real-time. Visib...