Proceedings of the 2006 ACM SIGGRAPH Symposium on Videogames 2006
DOI: 10.1145/1183316.1183331
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Practical implementation of dual paraboloid shadow maps

Abstract: In this paper, we present refinements to dual paraboloid shadow mapping algorithm from Brabec, et. al. This work makes the algorithm practical for broader use in video games. We give solutions for the tessellation constraints on shadow casters and receivers present in the original work. We also discuss heuristics for splitting plane placement and pitfalls in filtering.

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Cited by 8 publications
(5 citation statements)
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“…For the evaluation purposes, several methods were implemented. They are the shadow volume method, CSR with AEF (CSR–AEF), CSR with Mip mapping (CSR–MIP), CSR with DP mapping SAT (CSR–SATDP) [BApS02, OBM06], CSR with SACM (CSR–SACM), CSR with SAUCM (CSR–SAUCM),CSR with SKSAT (CSR–SKSAT), and PPR with Mip mapping (PPR–MIP). In all CSR based methods, we store the radial distance values in a spherical shadow map, and we use and to calculate the filter sizes.…”
Section: Resultsmentioning
confidence: 99%
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“…For the evaluation purposes, several methods were implemented. They are the shadow volume method, CSR with AEF (CSR–AEF), CSR with Mip mapping (CSR–MIP), CSR with DP mapping SAT (CSR–SATDP) [BApS02, OBM06], CSR with SACM (CSR–SACM), CSR with SAUCM (CSR–SAUCM),CSR with SKSAT (CSR–SKSAT), and PPR with Mip mapping (PPR–MIP). In all CSR based methods, we store the radial distance values in a spherical shadow map, and we use and to calculate the filter sizes.…”
Section: Resultsmentioning
confidence: 99%
“…Figure shows the visual results of using SACM and SAUCM. As a comparison, we also developed CSR with SAT based on dual‐paraboloid mapping (CSR–SATDP) [BApS02, OBM06].…”
Section: Soft Shadow For Omnidirectional Light Sourcesmentioning
confidence: 99%
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