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Perspective shadow maps

Published: 01 July 2002 Publication History

Abstract

Shadow maps are probably the most widely used means for the generation of shadows, despite their well known aliasing problems. In this paper we introduce perspective shadow maps, which are generated in normalized device coordinate space, i.e., after perspective transformation. This results in important reduction of shadow map aliasing with almost no overhead. We correctly treat light source transformations and show how to include all objects which cast shadows in the transformed space. Perspective shadow maps can directly replace standard shadow maps for interactive hardware accelerated rendering as well as in high-quality, offline renderers.

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Information

Published In

cover image ACM Transactions on Graphics
ACM Transactions on Graphics  Volume 21, Issue 3
July 2002
548 pages
ISSN:0730-0301
EISSN:1557-7368
DOI:10.1145/566654
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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 01 July 2002
Published in TOG Volume 21, Issue 3

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Author Tags

  1. frame buffer algorithms
  2. graphics hardware
  3. illumination
  4. level of detail algorithms
  5. rendering
  6. shadow algorithms

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  • (2024)Parallel algorithm for multi-viewpoint viewshed analysis on the GPU grounded in target cluster segmentationInternational Journal of Digital Earth10.1080/17538947.2024.230870717:1Online publication date: 25-Jan-2024
  • (2019)Shadow Accrual Maps: Efficient Accumulation of City-Scale Shadows Over TimeIEEE Transactions on Visualization and Computer Graphics10.1109/TVCG.2018.280294525:3(1559-1574)Online publication date: 1-Mar-2019
  • (2019)Real-time Screen-space Geometry Draping for 3D Digital Terrain Models2019 23rd International Conference Information Visualisation (IV)10.1109/IV.2019.00054(281-286)Online publication date: Jul-2019
  • (2018)Three-Dimensional Dynamic Simulation System for Forest Surface Fire Spreading PredictionInternational Journal of Pattern Recognition and Artificial Intelligence10.1142/S021800141850026X32:08(1850026)Online publication date: Aug-2018
  • (2018)Improved anti-aliasing for Euclidean distance transform shadow mappingComputers & Graphics10.1016/j.cag.2017.11.00671(166-179)Online publication date: Apr-2018
  • (2018)Decorating 3D models with Poisson vector graphicsComputer-Aided Design10.1016/j.cad.2018.04.019102:C(1-11)Online publication date: 1-Sep-2018
  • (2018)Parallel Implementation and Optimizations of Visibility Computing of 3D Scene on Tianhe-2 SupercomputerAlgorithms and Architectures for Parallel Processing10.1007/978-3-030-05051-1_12(168-183)Online publication date: 7-Dec-2018
  • (2017)Euclidean Distance Transform Shadow MappingProceedings of the 43rd Graphics Interface Conference10.5555/3141475.3141510(171-180)Online publication date: 1-Jun-2017
  • (2017)Hard Shadow Anti-Aliasing for Spot Lights in a Game Engine2017 16th Brazilian Symposium on Computer Games and Digital Entertainment (SBGames)10.1109/SBGames.2017.00020(106-115)Online publication date: Nov-2017
  • (2017)Implicit Sphere Shadow Maps2017 IEEE Pacific Visualization Symposium (PacificVis)10.1109/PACIFICVIS.2017.8031605(275-279)Online publication date: Apr-2017
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