GPU friendly, anti-aliased, soft shadow mapping

Author(s):  
Michal Valient ◽  
Tomas Bujnak
Keyword(s):  
2019 ◽  
Vol 39 (1) ◽  
pp. 389-404
Author(s):  
M. C. F. Macedo ◽  
A. L. Apolinário ◽  
K. A. Agüero
Keyword(s):  

2007 ◽  
Vol 26 (3) ◽  
pp. 525-533 ◽  
Author(s):  
Gaël Guennebaud ◽  
Loïc Barthe ◽  
Mathias Paulin

2010 ◽  
Vol 34-35 ◽  
pp. 217-221
Author(s):  
Lei Xiao ◽  
Cheng Liu ◽  
Xi Long Qu

For the sake of improving the third dimension of 3D scenes, we analyze the existent real-time shadow generating algorithms, and improve the Chan’s smoothie soft shadow algorithm, make it based on shadow map, and treat with both the inner and outer penumbra. It not only effectively resolves the problems such as some algorithms can not cast shadow on itself and some are too complex, it also solves the aliasing problems of shadow mapping, and it meet the requirements of real-time in more complex scene. At last, the algorithm is emulated with DirectX, and the experimental results show the feasibility of the algorithm.


2008 ◽  
Vol 13 (1) ◽  
pp. 19-30 ◽  
Author(s):  
Louis Bavoil ◽  
Steven P. Callahan ◽  
Cláudio T. Silva
Keyword(s):  

2015 ◽  
Vol 32 (2) ◽  
pp. 167-178 ◽  
Author(s):  
Jose María Buades ◽  
Jesús Gumbau ◽  
Miguel Chover
Keyword(s):  

2013 ◽  
Vol 32 (4) ◽  
pp. 107-116 ◽  
Author(s):  
Li Shen ◽  
Jieqing Feng ◽  
Baoguang Yang
Keyword(s):  

2010 ◽  
Vol 29 (7) ◽  
pp. 2127-2134 ◽  
Author(s):  
Baoguang Yang ◽  
Zhao Dong ◽  
Jieqing Feng ◽  
Hans-Peter Seidel ◽  
Jan Kautz
Keyword(s):  

2015 ◽  
Vol 34 (4) ◽  
pp. 1-11 ◽  
Author(s):  
G. Liktor ◽  
S. Spassov ◽  
G. Mückl ◽  
C. Dachsbacher
Keyword(s):  

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