CNRS - Centre National de la Recherche Scientifique : UMR5800, École Nationale Supérieure d'Électronique, Informatique et Radiocommunications de Bordeaux (ENSEIRB), Inria Bordeaux - Sud-Ouest, Université Sciences et Technologies - Bordeaux 1
Abstract : Recent soft shadow mapping techniques based on back-projection can render high quality soft shadows in real time. However, real time high quality rendering of large penumbrae is still challenging, especially when multi-layer shadow maps are used to reduce single light sample silhouette artifact. In this paper, we present an efficient algorithm to attack this problem. We first present a GPU-friendly packet-based approach rendering a packet of neighboring pixels together to amortize the cost of computing visibility factors. Then, we propose a hierarchical technique to quickly locate the contour edges, further reducing the computation cost. At last, we suggest a multi-view shadow map approach to reduce the single light sample artifact. We also demonstrate its higher image quality and higher efficiency compared to the existing depth peeling approaches.
https://hal.inria.fr/inria-00390541 Contributor : Gaël GuennebaudConnect in order to contact the contributor Submitted on : Monday, May 23, 2011 - 4:14:37 PM Last modification on : Monday, December 20, 2021 - 4:50:11 PM Long-term archiving on: : Wednesday, August 24, 2011 - 2:20:33 AM