2008
DOI: 10.1111/j.1467-8659.2008.01267.x
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Sample Based Visibility for Soft Shadows using Alias‐free Shadow Maps

Abstract: 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 pass from the light, in contrast to using depth peeling and one pass per layer. For closed objects, we also suppress the need for a bias. The method is extended to soft shadow sampling for an arbitrarily shaped area-/volumetric light source using 128-1024 light samples per screen pixel. The alias-… Show more

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Cited by 42 publications
(63 citation statements)
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“…A few recent works have explored GPU acceleration of occlusion queries [Eisemann and Decoret 2007;Forest et al 2008] and sampled visibility [Sintorn and Assarsson 2008]. It should be possible in future to combine our image-space filtering approach with these GPU methods, but we currently only use the basic Optix raytracer.…”
Section: Monte Carlo and Ray-traced Shadowsmentioning
confidence: 99%
See 1 more Smart Citation
“…A few recent works have explored GPU acceleration of occlusion queries [Eisemann and Decoret 2007;Forest et al 2008] and sampled visibility [Sintorn and Assarsson 2008]. It should be possible in future to combine our image-space filtering approach with these GPU methods, but we currently only use the basic Optix raytracer.…”
Section: Monte Carlo and Ray-traced Shadowsmentioning
confidence: 99%
“…Moreover, we are an (many) order of magnitude faster than most prior work on offline soft shadows, since we build on a GPU-accelerated raytracer. In the future, further speedups could potentially be achieved by also GPU-accelerating the visibility sampling [Sintorn and Assarsson 2008].…”
Section: Accuracymentioning
confidence: 99%
“…Here, the view samples are projected into light space and are used as the sample positions in a subsequent shadow map rendering pass [Aila and Laine 2004;Johnson et al 2005]. The same idea has been applied to soft shadows, where the shadow casting geometry is enlarged to cover all potentially occluded samples [Sintorn et al 2008;Johnson et al 2009]. This approach can lower the fill-rate demands, compared to shadow-volume based methods, but rendering speeds are still highly dependent on the amount of shadow casting geometry that needs to be processed.…”
Section: Previous Workmentioning
confidence: 99%
“…This approach has been attempted several times before (e.g. [Aila and Laine 2004;Sintorn et al 2008;Sintorn et al 2011]) but in this paper we will suggest that the quality of the acceleration structure is critical to obtaining good and reliable performance, and so we will generate a tightly fitting, fully three-dimensional hierarchy.…”
Section: Algorithmmentioning
confidence: 99%
“…While GPU-based implementations of these algorithms exist (e.g. [Sintorn et al 2008]), the irregular rasterization process often leads to very unbalanced workloads, which results in uneven and potentially very poor performance.…”
Section: Introduction and Previous Workmentioning
confidence: 99%