Sample Based Visibility for Soft Shadows using Alias-free Shadow Maps
Journal article, 2008

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.

Author

Erik Sintorn

Chalmers, Computer Science and Engineering (Chalmers), Computer Engineering (Chalmers)

Elmar Eisemann

Ulf Assarsson

Chalmers, Computer Science and Engineering (Chalmers), Computer Engineering (Chalmers)

Computer Graphics Forum (Proceedings of the Eurographics Symposium on Rendering 2008)

Vol. 27 4 1285-1292

Subject Categories

Computer Engineering

More information

Created

10/8/2017