[[abstract]]For effectively rendering surface details, many texture-based methods such as normal mapping and displacement mapping were used to model detailed structures on a surface. Although self-shadow can be achieved by those techniques, most of them support hard shadow or ad-hoc approximation of soft-shadow for the self-shadow effects. In this paper, we present a simple method to render soft shadow casted by area lights on displacement mapped surfaces in real-time rendering applications such as 3D game engines. Our method first computes a visibility cone map, which stores the average visible ratio of each texel toward a certain direction. Then, during the rendering, the intensity of each pixel on the texture mapped surfaces can be ...
This thesis presents a method to render real time soft shadows efficiently on modern GPU\u92s using ...
Shadow generation has been subject to serious investigation in computer graphics, and many clever al...
This paper introduces an accurate real-time soft shadow algorithm that uses sample based visibility....
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...
Figure 1: A scene including alpha-textured meshes (foliage and wire netting). Left: illustration of ...
International audienceWe present a new real-time soft shadow algorithm using a single shadow map per...
In this paper, a new method is described for rendering convincing soft shadows from area light sourc...
We present a new method for real-time rendering of shadows in dynamic scenes. Our approach builds on...
The computation of soft shadows created by area light sources is a well-known problem in computer gr...
Soft shadows and penumbra regions generated by extended light sources such as linear and area lights...
Figure 1: Our algorithm computes soft shadows in real-time (left) by replacing the occluders with a ...
Shadows, particularly soft shadows, play an important role in the visual perception of a scene by pr...
Generating soft shadows in real time is difficult. Exact methods (such as ray tracing, and multiple ...
Shadow generation has been subject to serious investigation in computer graphics, and many clever al...
This thesis presents a method to render real time soft shadows efficiently on modern GPU\u92s using ...
Shadow generation has been subject to serious investigation in computer graphics, and many clever al...
This paper introduces an accurate real-time soft shadow algorithm that uses sample based visibility....
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...
Figure 1: A scene including alpha-textured meshes (foliage and wire netting). Left: illustration of ...
International audienceWe present a new real-time soft shadow algorithm using a single shadow map per...
In this paper, a new method is described for rendering convincing soft shadows from area light sourc...
We present a new method for real-time rendering of shadows in dynamic scenes. Our approach builds on...
The computation of soft shadows created by area light sources is a well-known problem in computer gr...
Soft shadows and penumbra regions generated by extended light sources such as linear and area lights...
Figure 1: Our algorithm computes soft shadows in real-time (left) by replacing the occluders with a ...
Shadows, particularly soft shadows, play an important role in the visual perception of a scene by pr...
Generating soft shadows in real time is difficult. Exact methods (such as ray tracing, and multiple ...
Shadow generation has been subject to serious investigation in computer graphics, and many clever al...
This thesis presents a method to render real time soft shadows efficiently on modern GPU\u92s using ...
Shadow generation has been subject to serious investigation in computer graphics, and many clever al...
This paper introduces an accurate real-time soft shadow algorithm that uses sample based visibility....