• 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