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Reconstructable geometry shadow maps

Published: 15 February 2008 Publication History

Abstract

Traditional shadow maps [Williams 1978] suffer from two main issues, aliasing errors and depth bias problems. We present a novel algorithm, the reconstructable geometry shadow maps (RGSM), as a solution to both problems. It is capable of producing sub-pixel depth accuracy in the camera view and thus reduces two categories of aliasing errors, the perspective aliasing errors and the projective aliasing errors. This goal is achieved by using the depth values faithfully reconstructed from the corresponding occluding triangles instead of taking point samples from the depth map. The experimental result also shows RGSM requires a much smaller depth bias value than other shadow mapping techniques.

References

[1]
Reeves, W., Salesin, D., and Cook, R. 1987. Rendering antialiased shadows with depth maps. Computer Graphics (In Proceedings of ACM SIGGRAPH 87) 21, 283--291.
[2]
Stamminger, M., and Drettakis, G. 2002. Perspective shadow maps. In Proceedings of ACM SIGGRAPH 2002, ACM Press/ ACM SIGGRAPH, J. Hughes, Ed.

Cited By

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  • (2014)Sub-pixel shadow mappingProceedings of the 18th meeting of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games10.1145/2556700.2556709(103-110)Online publication date: 14-Mar-2014
  • (2014)Adaptive depth bias for shadow mapsProceedings of the 18th meeting of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games10.1145/2556700.2556706(97-102)Online publication date: 14-Mar-2014
  • (2014)Sub-Pixel Anti-Aliasing Via Triangle-Based Geometry ReconstructionComputer Graphics Forum10.1111/cgf.1247633:7(81-90)Online publication date: 1-Oct-2014
  • Show More Cited By

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cover image ACM Conferences
I3D '08: Proceedings of the 2008 symposium on Interactive 3D graphics and games
February 2008
219 pages
ISBN:9781595939838
DOI:10.1145/1342250
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: 15 February 2008

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  • Research-article

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I3D08
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I3D08: Symposium on Interactive 3D Graphics and Games
February 15 - 17, 2008
California, Redwood City

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Overall Acceptance Rate 148 of 485 submissions, 31%

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Cited By

View all
  • (2014)Sub-pixel shadow mappingProceedings of the 18th meeting of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games10.1145/2556700.2556709(103-110)Online publication date: 14-Mar-2014
  • (2014)Adaptive depth bias for shadow mapsProceedings of the 18th meeting of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games10.1145/2556700.2556706(97-102)Online publication date: 14-Mar-2014
  • (2014)Sub-Pixel Anti-Aliasing Via Triangle-Based Geometry ReconstructionComputer Graphics Forum10.1111/cgf.1247633:7(81-90)Online publication date: 1-Oct-2014
  • (2013)Sub-pixel shadow mappingACM SIGGRAPH 2013 Talks10.1145/2504459.2504483(1-1)Online publication date: 21-Jul-2013
  • (2013)Efficient real-time shadowsACM SIGGRAPH 2013 Courses10.1145/2504435.2504453(1-54)Online publication date: 21-Jul-2013
  • (2012)Efficient real-time shadowsACM SIGGRAPH 2012 Courses10.1145/2343483.2343500(1-53)Online publication date: 5-Aug-2012

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