Markus Giegl, Michael WimmerORCID iD
Queried Virtual Shadow Maps
In Proceedings of ACM SIGGRAPH 2007 Symposium on Interactive 3D Graphics and Games, pages 65-72. April 2007.
[Preprint]

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.

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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/",
}