Sample-based visibility for soft shadows using alias-free shadow maps |
Computer Graphics Forum (Proc. of EGSR), Volume 27, Number 4, page 1285--1292 - June 2008
This paper introduces an accurate real-time soft shadow algorithm that uses sample based visibility. Initially, we present a GPU-based alias-free hard shadow map algorithm that typically requires only a single render pass from the light, in contrast to using depth peeling and one pass per layer. For closed objects, we also suppress the need for a bias. The method is extended to soft shadow sampling for an arbitrarily shaped area-/volumetric light source using 128-1024 light samples per screen pixel. The alias-free shadow map guarantees that the visibility is accurately sampled per screen-space pixel, even for arbitrarily shaped (e.g. non-planar) surfaces or solid objects.
Another contribution is a smooth coherent shading model to avoid common light leakage near shadow borders due to normal interpolation.
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BibTex references
@Article { SEA08a, author = "Sintorn, Erik and Eisemann, Elmar and Assarsson, Ulf", title = "Sample-based visibility for soft shadows using alias-free shadow maps", journal = "Computer Graphics Forum (Proc. of EGSR)", number = "4", volume = "27", pages = "1285--1292", month = "June", year = "2008", keywords = "Shadows, alias-free, GPU", url = "http://graphics.tudelft.nl/Publications-new/2008/SEA08a" }