Soft shadows and penumbra regions generated by extended light sources such as linear and area lights are visual effects that significantly contribute to the realism of a scene. In ...
Wolfgang Heidrich, Stefan Brabec, Hans-Peter Seide...
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...
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 describe an efficient approach to add shadows to volumetric scenes. The light emitted by the lightsource is properly attenuated by the intervening volumetric struc...
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,...