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Beyond hard shadows: moment shadow maps for single scattering, soft shadows and translucent occluders

Published: 27 February 2016 Publication History

Abstract

Building upon previous works, we transfer the recently proposed moment shadow mapping to three new applications. Like variance shadow maps and convolution shadow maps, moment shadow maps can be filtered directly. Classically, this is used to filter hard shadows but previous works explore other applications. Prefiltered single scattering uses convolution shadow maps to render single scattering in homogenous participating media, variance soft shadow mapping uses variance shadow maps for approximate soft shadows and Fourier opacity mapping uses convolution shadow maps for translucent occluders. We combine these three techniques with moment shadow mapping to arrive at better heuristics with less computational overhead.

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Cited By

View all
  • (2019)Revectorization‐Based Soft Shadow MappingComputer Graphics Forum10.1111/cgf.1381039:1(389-404)Online publication date: 16-Sep-2019
  • (2018)Efficient Algorithms for Real-Time GPU Volumetric Cloud Rendering with Enhanced GeometrySymmetry10.3390/sym1004012510:4(125)Online publication date: 20-Apr-2018
  • (2018)Real-Time Soft Shadow by A-BufferImage and Graphics Technologies and Applications10.1007/978-981-13-1702-6_17(168-179)Online publication date: 12-Aug-2018
  • Show More Cited By

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  1. Beyond hard shadows: moment shadow maps for single scattering, soft shadows and translucent occluders

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      cover image ACM Conferences
      I3D '16: Proceedings of the 20th ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
      February 2016
      200 pages
      ISBN:9781450340434
      DOI:10.1145/2856400
      Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

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      Publication History

      Published: 27 February 2016

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      Author Tags

      1. filterable shadow maps
      2. moment shadow mapping
      3. participating media
      4. real-time rendering
      5. single scattering
      6. soft shadows
      7. translucent occluders

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      I3D '16: Symposium on Interactive 3D Graphics and Games
      February 27 - 28, 2016
      Washington, Redmond

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      Cited By

      View all
      • (2019)Revectorization‐Based Soft Shadow MappingComputer Graphics Forum10.1111/cgf.1381039:1(389-404)Online publication date: 16-Sep-2019
      • (2018)Efficient Algorithms for Real-Time GPU Volumetric Cloud Rendering with Enhanced GeometrySymmetry10.3390/sym1004012510:4(125)Online publication date: 20-Apr-2018
      • (2018)Real-Time Soft Shadow by A-BufferImage and Graphics Technologies and Applications10.1007/978-981-13-1702-6_17(168-179)Online publication date: 12-Aug-2018
      • (2017)Revectorization-Based Accurate Soft Shadow using Adaptive Area Light Source SamplingProceedings of the 43rd Graphics Interface Conference10.5555/3141475.3141511(181-189)Online publication date: 1-Jun-2017
      • (2017)Euclidean Distance Transform Soft Shadow Mapping2017 30th SIBGRAPI Conference on Graphics, Patterns and Images (SIBGRAPI)10.1109/SIBGRAPI.2017.38(238-245)Online publication date: Oct-2017

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