2001
DOI: 10.1007/pl00013400
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Rendering optimal solar shadows with plural sunlight depth buffers

Abstract: We propose a novel method, based on the two-pass Z-buffer algorithm, to calculate shadows with sufficient precision and efficiency for rendering a daytime landscape with solar penumbrae. The special feature of the proposed method is that the shadows can be preserved with a precision superior to that of any visible surface. We use the optimal number of plural shadow buffers to do this; it gives a fairly satisfying trade-off between computation time and quality of shadows.

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Cited by 22 publications
(8 citation statements)
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“…Adaptive shadow maps also use progressive refinement, which may not work well for scenes with a moving light source. Another approach similar to adaptive shadow maps uses multiple shadow maps of varying resolution [Tadamura et al 2001]. Perspective shadow maps [Stamminger and Drettakis 2002] ameliorate aliasing by warping the depth buffer in order to allocate more samples near the viewer.…”
Section: Image Precision Methodsmentioning
confidence: 99%
“…Adaptive shadow maps also use progressive refinement, which may not work well for scenes with a moving light source. Another approach similar to adaptive shadow maps uses multiple shadow maps of varying resolution [Tadamura et al 2001]. Perspective shadow maps [Stamminger and Drettakis 2002] ameliorate aliasing by warping the depth buffer in order to allocate more samples near the viewer.…”
Section: Image Precision Methodsmentioning
confidence: 99%
“…However, the traversal and refinement operations require many rendering passes and aren't feasible for real-time applications. A GPU-accelerated implementation of ASMs was lately presented by Lefohn et al 13 Partitioning algorithms 9,[14][15][16] improve the shadow quality using multiple shadow maps, but with requiring multiple rendering passes. Like this paper, the paper in Reference [9] also presents an analysis of PRs.…”
Section: Previous Workmentioning
confidence: 99%
“…Cascaded shadow map [Tadamura et al 2001] splits the view frustum into multiple frustum with different resolution. Adaptive shadow map [Fernando et al 2001] replaces an entire shadow map texture with a hierarchical representation.…”
Section: Related Workmentioning
confidence: 99%