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dc.contributor.authorMacedo, M. C. F.en_US
dc.contributor.authorApolinário, A. L.en_US
dc.contributor.authorAgüero, K. A.en_US
dc.contributor.editorBenes, Bedrich and Hauser, Helwigen_US
dc.date.accessioned2020-05-22T12:24:44Z
dc.date.available2020-05-22T12:24:44Z
dc.date.issued2020
dc.identifier.issn1467-8659
dc.identifier.urihttps://doi.org/10.1111/cgf.13810
dc.identifier.urihttps://diglib.eg.org:443/handle/10.1111/cgf13810
dc.description.abstractIn this paper, we present revectorization‐based soft shadow mapping, an algorithm that enables the rendering of visually plausible anti‐aliased soft shadows in real time. In revectorization‐based shadow mapping, shadow silhouettes are anti‐aliased and filtered on the basis of a discontinuity space. By replacing the filtering step of the theoretical framework of the percentage‐closer soft shadow algorithm by a revectorization‐based filtering algorithm, we are able to provide anti‐aliasing mainly for near contact shadows or small penumbra sizes generated from low‐resolution shadow maps. Moreover, we present a screen‐space variant of our technique that generates visually plausible soft shadows with an overhead of only in processing time, when compared to the fastest soft shadow algorithms proposed in the literature, but that introduces shadow overestimation artefacts in the final rendering.en_US
dc.publisher© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltden_US
dc.subjectshadow algorithms
dc.subjectI.3.7 [Computer Graphics]: Three‐Dimensional Graphics and Realism—Colour
dc.subjectshading
dc.subjectshadowing and texture
dc.titleRevectorization‐Based Soft Shadow Mappingen_US
dc.description.seriesinformationComputer Graphics Forum
dc.description.sectionheadersArticles
dc.description.volume39
dc.description.number1
dc.identifier.doi10.1111/cgf.13810
dc.identifier.pages389-404


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