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 passfrom the light, in contrast to using depth peeling and one pass per layer. For closed objects, we also suppress theneed for a bias. The method is extended to soft shadow sampling for an arbitrarily shaped area-/volumetric lightsource using 128-1024 light samples per screen pixel. The alias-free shadow map guarantees that the visibility isaccurately 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 li...
Soft shadows and penumbra regions generated by extended light sources such as linear and area lights...
We present a real-time rendering algorithm that generates soft shadows of dynamic scenes ...
Rendering of shadows is a very important ingredient in three-dimensional graphics since they increas...
International audienceThis paper introduces an accurate real-time soft shadow algorithm that uses sa...
This paper introduces an accurate real-time soft shadow algorithm that uses sample based visibility....
International audienceThis paper introduces an accurate real-time soft shadow algorithm that uses sa...
Shadows, particularly soft shadows, play an important role in the visual perception of a scene by pr...
Figure 1: Our algorithm computes soft shadows in real-time (left) by replacing the occluders with a ...
Abstract Shadow maps sample scene visibility in the light source space and offer an efficient soluti...
In this paper we present a novel image based algorithm to render visually plausible anti-aliased sof...
This paper presents a novel method for generating pixel-accurate shadows from point light-sources in...
In this paper, a new method is described for rendering convincing soft shadows from area light sourc...
This paper presents a novel method for generating pixel-accurate shadows from point light-sources in...
International audienceRecent advances in GPU technology have produced a shift in focus for real-time...
Soft shadows and penumbra regions generated by extended light sources such as linear and area lights...
Soft shadows and penumbra regions generated by extended light sources such as linear and area lights...
We present a real-time rendering algorithm that generates soft shadows of dynamic scenes ...
Rendering of shadows is a very important ingredient in three-dimensional graphics since they increas...
International audienceThis paper introduces an accurate real-time soft shadow algorithm that uses sa...
This paper introduces an accurate real-time soft shadow algorithm that uses sample based visibility....
International audienceThis paper introduces an accurate real-time soft shadow algorithm that uses sa...
Shadows, particularly soft shadows, play an important role in the visual perception of a scene by pr...
Figure 1: Our algorithm computes soft shadows in real-time (left) by replacing the occluders with a ...
Abstract Shadow maps sample scene visibility in the light source space and offer an efficient soluti...
In this paper we present a novel image based algorithm to render visually plausible anti-aliased sof...
This paper presents a novel method for generating pixel-accurate shadows from point light-sources in...
In this paper, a new method is described for rendering convincing soft shadows from area light sourc...
This paper presents a novel method for generating pixel-accurate shadows from point light-sources in...
International audienceRecent advances in GPU technology have produced a shift in focus for real-time...
Soft shadows and penumbra regions generated by extended light sources such as linear and area lights...
Soft shadows and penumbra regions generated by extended light sources such as linear and area lights...
We present a real-time rendering algorithm that generates soft shadows of dynamic scenes ...
Rendering of shadows is a very important ingredient in three-dimensional graphics since they increas...