Show simple item record

dc.contributor.authorScandolo, Leonardoen_US
dc.contributor.authorBauszat, Pabloen_US
dc.contributor.authorEisemann, Elmaren_US
dc.contributor.editorJoaquim Jorge and Ming Linen_US
dc.date.accessioned2016-04-26T08:38:32Z
dc.date.available2016-04-26T08:38:32Z
dc.date.issued2016en_US
dc.identifier.issn1467-8659en_US
dc.identifier.urihttp://dx.doi.org/10.1111/cgf.12835en_US
dc.description.abstractThe quality of shadow mapping is traditionally limited by texture resolution. We present a novel lossless compression scheme for high-resolution shadow maps based on precomputed multiresolution hierarchies. Traditional multiresolution trees can compactly represent homogeneous regions of shadow maps at coarser levels, but require many nodes for fine details. By conservatively adapting the depth map, we can significantly reduce the tree complexity. Our proposed method offers high compression rates, avoids quantization errors, exploits coherency along all data dimensions, and is well-suited for GPU architectures. Our approach can be applied for coherent shadow maps as well, enabling several applications, including high-quality soft shadows and dynamic lights moving on fixed-trajectories.en_US
dc.publisherThe Eurographics Association and John Wiley & Sons Ltd.en_US
dc.subjectI.3.7 [Computer Graphics]en_US
dc.subjectThree Dimensional Graphics and Realismen_US
dc.subjectColoren_US
dc.subjectshadingen_US
dc.subjectshadowingen_US
dc.subjectand textureen_US
dc.subjectI.4.2 [Computer Graphics]en_US
dc.subjectCompression (Coding)en_US
dc.subjectExact codingen_US
dc.titleCompressed Multiresolution Hierarchies for High-Quality Precomputed Shadowsen_US
dc.description.seriesinformationComputer Graphics Forumen_US
dc.description.sectionheadersShadowsen_US
dc.description.volume35en_US
dc.description.number2en_US
dc.identifier.doi10.1111/cgf.12835en_US
dc.identifier.pages331-340en_US


Files in this item

Thumbnail

This item appears in the following Collection(s)

Show simple item record