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dc.contributor.authorFerko, Michalen_US
dc.contributor.editorSilvester Czanner and Wen Tangen_US
dc.date.accessioned2014-01-31T20:18:50Z
dc.date.available2014-01-31T20:18:50Z
dc.date.issued2013en_US
dc.identifier.isbn978-3-905673-98-2en_US
dc.identifier.urihttp://dx.doi.org/10.2312/LocalChapterEvents.TPCG.TPCG13.109-114en_US
dc.description.abstractWe present an approach to efficiently reduce shadow map resolution while retaining high quality hard shadows. In the first step, we generate a list of sample points that are seen from the camera and then project these into light space, much like Alias-free Shadow Maps. In the next step, we analyze the list of sample points on the GPU to construct a tight light frustum for shadow rendering. After the light frustum is computed, we calculate for each sample the actual coverage in the final shadow map to estimate how large a shadow map pixel should be. From this number, we derive the lowest possible resolution to use in the shadow map while retaining nearly alias-free shadows. Our algorithm is built for a deferred renderer.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectI.3.3 [Computer Graphics]en_US
dc.subjectPicture/Image Generationen_US
dc.subjectBitmap and framebuffer operationsen_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.titleResolution Estimation for Shadow Mappingen_US
dc.description.seriesinformationTheory and Practice of Computer Graphicsen_US


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