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...
The recent soft shadow mapping technique [GBP06] allows the rendering in real-time of convincing soft shadows on complex and dynamic scenes using a single shadow map. While attrac...
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...
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 ty...
We present Penumbra Limit Maps, a technique for rendering soft shadows from a modified shadow map. The shadow representation used by our method has excellent interpolation propert...
Shadow maps are commonly used in real-time rendering, but they cannot be filtered linearly like standard color, resulting in severe aliasing. Variance shadow maps resolve this pro...
Recently, several soft shadow mapping algorithms have been introduced which extract micro-occluders from a shadow map and backproject them on the light source to approximately det...
Rendering high-quality shadows in real-time is a challenging problem. Shadow mapping has proved to be an efficient solution, as it scales well for complex scenes. However, it suff...
Thomas Annen, Tom Mertens, Hans-Peter Seidel, Eddy...
We present a hardware-accelerated method for rendering high quality, antialiased shadows using the shadow map approach. Instead of relying on dedicated hardware support for shadow...
This paper proposes a new shadow map technique termed trapezoidal shadow maps to calculate high quality shadows in real-time applications. To address the resolution problem of the...