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Fast soft shadow by depth peeling

Published: 26 July 2010 Publication History
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  • Abstract

    Soft shadow generation is a challenging problem in realistic rendering. Previous methods using shadow map or shadow volume work well for point light sources but are difficult to be extended to area lights. This paper presents a new method for fast soft shadow generation under dynamic area light sources. Our algorithm encodes the depth distribution of the scene into a coarse depth grid in a preliminary pass from the light point of view. In the second pass, the scene is rendered from the camera viewpoint to capture the frontmost layer. During deferred shading, the area light is sampled and the irradiance of each shaded pixel is accumulated along the ray. Experimental results demonstrate high quality soft shadows with interactive performance for dynamic scenes and lighting.

    Reference

    [1]
    Liu, F., Huang, M.-C., Liu, X.-H., and Wu, E.-H. 2009. Efficient depth peeling via bucket sort. In Proceedings of the Conference on High Performance Graphics 2009, ACM, New York, NY, USA, 51--57.

    Cited By

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    • (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
    • (2013)Multi-layer screen-space ambient occlusion using hybrid samplingProceedings of the 12th ACM SIGGRAPH International Conference on Virtual-Reality Continuum and Its Applications in Industry10.1145/2534329.2534335(71-76)Online publication date: 17-Nov-2013

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    Published In

    cover image ACM Conferences
    SIGGRAPH '10: ACM SIGGRAPH 2010 Posters
    July 2010
    156 pages
    ISBN:9781450303934
    DOI:10.1145/1836845
    • Conference Chair:
    • Cindy Grimm
    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: 26 July 2010

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    Overall Acceptance Rate 1,822 of 8,601 submissions, 21%

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    View all
    • (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
    • (2013)Multi-layer screen-space ambient occlusion using hybrid samplingProceedings of the 12th ACM SIGGRAPH International Conference on Virtual-Reality Continuum and Its Applications in Industry10.1145/2534329.2534335(71-76)Online publication date: 17-Nov-2013

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