Information
- Publication Type: Conference Paper
- Workgroup(s)/Project(s):
- Date: April 2007
- ISBN: 978-1-59593-628-8
- Publisher: ACM Press
- Location: Seattle, WA
- Lecturer: Ralf Habel
- Address: New York, NY, USA
- Booktitle: Proceedings of ACM SIGGRAPH 2007 Symposium on Interactive 3D Graphics and Games
- Conference date: 30. April 2007 – 2. May 2007
- Pages: 65 – 72
- Keywords: shadow maps, shadows, real-time shadowing, large environemnts
Abstract
Shadowing scenes by shadow mapping has long suffered from the fundamental problem of undersampling artifacts due to too low shadow map resolution, leading to so-called perspective and projection aliasing.In this paper we present a new real-time shadow mapping algorithm capable of shadowing large scenes by virtually increasing the resolution of the shadow map beyond the GPU hardware limit.
We start with a brute force approach that uniformly increases the resolution of the whole shadow map. We then introduce a smarter version which greatly increases runtime performance while still being GPU-friendly. The algorithm contains an easy to use performance/quality-tradeoff parameter, making it tunable to a wide range of graphics hardware.
Additional Files and Images
Weblinks
No further information available.BibTeX
@inproceedings{GIEGL-2007-QV1, title = "Queried Virtual Shadow Maps", author = "Markus Giegl and Michael Wimmer", year = "2007", abstract = "Shadowing scenes by shadow mapping has long suffered from the fundamental problem of undersampling artifacts due to too low shadow map resolution, leading to so-called perspective and projection aliasing. In this paper we present a new real-time shadow mapping algorithm capable of shadowing large scenes by virtually increasing the resolution of the shadow map beyond the GPU hardware limit. We start with a brute force approach that uniformly increases the resolution of the whole shadow map. We then introduce a smarter version which greatly increases runtime performance while still being GPU-friendly. The algorithm contains an easy to use performance/quality-tradeoff parameter, making it tunable to a wide range of graphics hardware.", month = apr, isbn = "978-1-59593-628-8", publisher = "ACM Press", location = "Seattle, WA", address = "New York, NY, USA", booktitle = "Proceedings of ACM SIGGRAPH 2007 Symposium on Interactive 3D Graphics and Games", pages = "65--72", keywords = "shadow maps, shadows, real-time shadowing, large environemnts", URL = "https://www.cg.tuwien.ac.at/research/publications/2007/GIEGL-2007-QV1/", }