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Imperfect voxelized shadow volumes

Published: 21 July 2013 Publication History

Abstract

Voxelized shadow volumes (VSVs) [Wyman 2011] are a discretized view-dependent shadow volume representation, but are limited to point or directional lights. We extend them, allowing dynamic volumetric visibility from area lights using imperfect shadow volumes. As with imperfect shadow maps [Ritschel et al. 2008], area lights can use coarser spacial sampling without significantly degrading quality. Combining coarser resolution with a parallel shadow volume construction enables interactive rendering of dynamic volumetric shadows from area lights in homogeneous single-scattering media, at around 4x the cost of hard volumetric shadows.

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References

[1]
Heckbert, P., and Herf, M. 1997. Simulating soft shadows with graphics hardware. Tech. Rep. CMU-CS-97-104, CMU.
[2]
Ritschel, T., Grosch, T., Kim, M., Seidel, H.-P., Dachsbacher, C., and Kautz, J. 2008. Imperfect shadow maps for efficient computation of indirect illumination. ACM Transactions on Graphics 27, 5, 1--8.
[3]
Wyman, C. 2011. Voxelized shadow volumes. In High Performance Graphics, 33--40.

Cited By

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  • (2023)Collimated Whole Volume Light Scattering in Homogeneous Finite MediaIEEE Transactions on Visualization and Computer Graphics10.1109/TVCG.2021.313576429:7(3145-3157)Online publication date: 1-Jul-2023
  • (2022)Real-Time Rendering of Point Clouds With Photorealistic Effects: A SurveyIEEE Access10.1109/ACCESS.2022.314676810(13151-13173)Online publication date: 2022
  • (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

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cover image ACM Conferences
SIGGRAPH '13: ACM SIGGRAPH 2013 Talks
July 2013
25 pages
ISBN:9781450323444
DOI:10.1145/2504459
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: 21 July 2013

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Author Tags

  1. area lights
  2. participating media
  3. shadows
  4. voxelization

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SIGGRAPH '13
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Cited By

View all
  • (2023)Collimated Whole Volume Light Scattering in Homogeneous Finite MediaIEEE Transactions on Visualization and Computer Graphics10.1109/TVCG.2021.313576429:7(3145-3157)Online publication date: 1-Jul-2023
  • (2022)Real-Time Rendering of Point Clouds With Photorealistic Effects: A SurveyIEEE Access10.1109/ACCESS.2022.314676810(13151-13173)Online publication date: 2022
  • (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

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