DocumentCode
3376923
Title
Practical hybrid pre-filtering shadow maps
Author
Lv, Weiwei ; Liu, Xuehui ; Lu, Jian ; Wu, Enhua
Author_Institution
Inst. of Software, Chinese Acad. of Sci., Beijing, China
fYear
2009
fDate
19-21 Aug. 2009
Firstpage
117
Lastpage
121
Abstract
Both exponential shadow maps and variance shadow maps are efficient shadow maps anti-aliasing algorithms based on pre-filtering, but exponential shadow maps will cause light bleeding, float overflow and penumbra discontinuity problems and variance shadow maps also have serious light bleeding problem. All these prevent their individual use in practice especially in large virtual environment such as games. This paper presents a hybrid method by storing three values in the depth texture: depth, squared depth and exponential depth. From these values we calculate two occlusion values using exponential and variance shadow maps respectively. A minimum of the two occlusion values is taken as the final result. This can efficiently eliminate the problems of the two methods and can be widely used in practice.
Keywords
antialiasing; filtering theory; image texture; antialiasing algorithm; depth texture; exponential shadow map; occlusion value; prefiltering algorithm; variance shadow map; Content addressable storage; Extraterrestrial phenomena; Geometry; Hemorrhaging; Layout; Nonlinear filters; Rendering (computer graphics); Shape; Software algorithms; Virtual environment;
fLanguage
English
Publisher
ieee
Conference_Titel
Computer-Aided Design and Computer Graphics, 2009. CAD/Graphics '09. 11th IEEE International Conference on
Conference_Location
Huangshan
Print_ISBN
978-1-4244-3699-6
Electronic_ISBN
978-1-4244-3701-6
Type
conf
DOI
10.1109/CADCG.2009.5246920
Filename
5246920
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