Sample Based Visibility for Soft Shadows using Alias-free Shadow Maps
Artikel i vetenskaplig tidskrift, 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.

Författare

Erik Sintorn

Chalmers, Data- och informationsteknik, Datorteknik

Elmar Eisemann

Ulf Assarsson

Chalmers, Data- och informationsteknik, Datorteknik

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

Vol. 27 4 1285-1292

Ämneskategorier

Datorteknik

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2017-10-08