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dc.contributor.authorAtty, Lionelen_US
dc.contributor.authorHolzschuch, Nicolasen_US
dc.contributor.authorLapierre, Marcen_US
dc.contributor.authorHasenfratz, Jean-Marcen_US
dc.contributor.authorHansen, Charlesen_US
dc.contributor.authorSillion, Francois X.en_US
dc.date.accessioned2015-02-21T12:25:25Z
dc.date.available2015-02-21T12:25:25Z
dc.date.issued2006en_US
dc.identifier.issn1467-8659en_US
dc.identifier.urihttp://dx.doi.org/10.1111/j.1467-8659.2006.00995.xen_US
dc.description.abstractShadows, particularly soft shadows, play an important role in the visual perception of a scene by providing visual cues about the shape and position of objects. Several recent algorithms produce soft shadows at interactive rates, but they do not scale well with the number of polygons in the scene or only compute the outer penumbra. In this paper, we present a new algorithm for computing interactive soft shadows on the GPU. Our new approach provides both inner- and outer-penumbra for a modest computational cost, providing interactive frame-rates for models with hundreds of thousands of polygons.Our technique is based on a sampled image of the occluders, as in shadow map techniques. These shadow samples are used in a novel manner, computing their effect on a second projective shadow texture using fragment programs. In essence, the fraction of the light source area hidden by each sample is accumulated at each texel position of this Soft Shadow Map. We include an extensive study of the approximations caused by our algorithm, as well as its computational costs.en_US
dc.publisherThe Eurographics Association and Blackwell Publishing Ltden_US
dc.titleSoft Shadow Maps: Efficient Sampling of Light Source Visibilityen_US
dc.description.seriesinformationComputer Graphics Forumen_US
dc.description.volume25en_US
dc.description.number4en_US
dc.identifier.doi10.1111/j.1467-8659.2006.00995.xen_US
dc.identifier.pages725-741en_US


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