ACM SIGGRAPH 2003 Papers 2003
DOI: 10.1145/1201775.882301
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Shadow silhouette maps

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Cited by 51 publications
(35 citation statements)
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“…Lecocq et al [38] and Sen et al [39] augment a shadow map with geometry, which can give subpixel accurate shadows. But they fail in complex texels when multiple triangles or silhouettes intersect.…”
Section: Specific Comparisons To Prior Workmentioning
confidence: 99%
“…Lecocq et al [38] and Sen et al [39] augment a shadow map with geometry, which can give subpixel accurate shadows. But they fail in complex texels when multiple triangles or silhouettes intersect.…”
Section: Specific Comparisons To Prior Workmentioning
confidence: 99%
“…Silhouette Shadow Maps (SSM) [18] is an interesting method that strives to yield clear shadow boundaries by leveraging a conventional shadow map and a silhouette map. The silhouette map stores points that lie on the silhouette of objects as seen from the light.…”
Section: Related Workmentioning
confidence: 99%
“…In the geometry shader, we also detect the geometry silhouette, which consists of edges shared by a triangle facing the light and a triangle back-facing the light. For each silhouette edge, we emit an edge primitive in a similar way depicted in SSM [18]. In the fragment shader, we write every triangle fragment into the BSM.…”
Section: A Bsm and Hrm Renderingmentioning
confidence: 99%
“…Prior GPU schemes limit the complexity of the outline within each image cell, such as a few line segments [Sen et al 2003[Sen et al , 2004Tumblin and Choudhury 2004;Lefebvre and Hoppe 2006], an implicit bilinear curve [Tarini and Cignoni 2005;Loviscach 2005], a parametric cubic curve [Ray et al 2005], two quadratic segments [Parilov and Zorin 2008], or a fixed number of corner features [Qin et al 2006]. A drawback of fixed-complexity cells is that small areas of high detail (e.g.…”
Section: Related Workmentioning
confidence: 99%