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Journal Articles Computer Graphics Forum Year : 2009

Packet-based Hierarchal Soft Shadow Mapping

Abstract

Recent soft shadow mapping techniques based on back-projection can render high quality soft shadows in real time. However, real time high quality rendering of large penumbrae is still challenging, especially when multi-layer shadow maps are used to reduce single light sample silhouette artifact. In this paper, we present an efficient algorithm to attack this problem. We first present a GPU-friendly packet-based approach rendering a packet of neighboring pixels together to amortize the cost of computing visibility factors. Then, we propose a hierarchical technique to quickly locate the contour edges, further reducing the computation cost. At last, we suggest a multi-view shadow map approach to reduce the single light sample artifact. We also demonstrate its higher image quality and higher efficiency compared to the existing depth peeling approaches.
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Dates and versions

inria-00390541 , version 1 (23-05-2011)

Identifiers

  • HAL Id : inria-00390541 , version 1

Cite

Yang Baoguang, Jieqing Feng, Gael Guennebaud, Xinguo Liu. Packet-based Hierarchal Soft Shadow Mapping. Computer Graphics Forum, 2009, Proceedings of Eurographics Symposium on Rendering 2009, 28 (4), pp.1121--1130. ⟨inria-00390541⟩
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