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Adaptive shadow maps

Published: 01 August 2001 Publication History

Abstract

Shadow maps provide a fast and convenient method of identifying shadows in scenes but can introduce aliasing. This paper introduces the Adaptive Shadow Map (ASM) as a solution to this problem. An ASM removes aliasing by resolving pixel size mismatches between the eye view and the light source view. It achieves this goal by storing the light source view (i.e., the shadow map for the light source) as a hierarchical grid structure as opposed to the conventional flat structure. As pixels are transformed from the eye view to the light source view, the ASM is refined to create higher-resolution pieces of the shadow map when needed. This is done by evaluating the contributions of shadow map pixels to the overall image quality. The improvement process is view-driven, progressive, and confined to a user-specifiable memory footprint. We show that ASMs enable dramatic improvements in shadow quality while maintaining interactive rates.

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E. A. Haines and D. P. Greenberg. The Light Buffer: a Shadow Testing Accelerator. IEEE Computer Graphics and Applications, 6(9):6-16, September 1986.
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Cited By

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  • (2017)Euclidean Distance Transform Shadow MappingProceedings of the 43rd Graphics Interface Conference10.5555/3141475.3141510(171-180)Online publication date: 1-Jun-2017
  • (2017)Soft shadow artProceedings of the symposium on Computational Aesthetics10.1145/3092912.3092915(1-9)Online publication date: 29-Jul-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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cover image ACM Conferences
SIGGRAPH '01: Proceedings of the 28th annual conference on Computer graphics and interactive techniques
August 2001
600 pages
ISBN:158113374X
DOI:10.1145/383259
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 ACM 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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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 01 August 2001

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  1. rendering
  2. shadow algorithms

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SIGGRAPH '01 Paper Acceptance Rate 65 of 300 submissions, 22%;
Overall Acceptance Rate 1,822 of 8,601 submissions, 21%

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Cited By

View all
  • (2017)Euclidean Distance Transform Shadow MappingProceedings of the 43rd Graphics Interface Conference10.5555/3141475.3141510(171-180)Online publication date: 1-Jun-2017
  • (2017)Soft shadow artProceedings of the symposium on Computational Aesthetics10.1145/3092912.3092915(1-9)Online publication date: 29-Jul-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
  • (2017)Lighting and Shadows Rendering in Natural ScenesHandbook on Advances in Remote Sensing and Geographic Information Systems10.1007/978-3-319-52308-8_11(367-396)Online publication date: 26-Feb-2017
  • (2016)Compressed multiresolution hierarchies for high-quality precomputed shadowsProceedings of the 37th Annual Conference of the European Association for Computer Graphics10.5555/3058909.3058953(331-340)Online publication date: 9-May-2016
  • (2016)Deep partitioned shadow volumes using stackless and hybrid traversalsProceedings of the Eurographics Symposium on Rendering: Experimental Ideas & Implementations10.5555/3056507.3056522(73-83)Online publication date: 22-Jun-2016
  • (2016)Compressed Multiresolution Hierarchies for High‐Quality Precomputed ShadowsComputer Graphics Forum10.1111/cgf.1283535:2(331-340)Online publication date: 27-May-2016
  • (2016)Frustum-Traced Irregular Z-Buffers: Fast, Sub-Pixel Accurate Hard ShadowsIEEE Transactions on Visualization and Computer Graphics10.1109/TVCG.2016.257268922:10(2249-2261)Online publication date: 1-Oct-2016
  • (2016)Sub-Geometry Shadow Mapping Based on Normal Detection2016 International Conference on Virtual Reality and Visualization (ICVRV)10.1109/ICVRV.2016.30(138-143)Online publication date: Sep-2016
  • (2016)Parallel Detection Algorithm of Covered Primitives Based on Geometry Shadow MapAdvanced Multimedia and Ubiquitous Engineering10.1007/978-981-10-1536-6_60(461-468)Online publication date: 30-Aug-2016
  • Show More Cited By

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