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@incollection\{GIEGL-2006-QVS,
title = "Queried Virtual Shadow Maps",
author = "Markus Giegl and Michael Wimmer",
year = "2006",
abstract = "In this article we present a new real-time shadow mapping
algorithm capable of shadowing large scenes by virtually
increasing the resolution of the shadow map beyond the GPU
hardware limit. We start with a brute force approach that
uniformly increases the resolution of the whole shadow map.
We then introduce a smarter version which greatly increases
runtime performance while still being GPU-friendly. The
algorithm contains an easy to use
performance/quality-tradeoff parameter, making it tunable to
a wide range of graphics hardware.",
month = dec,
booktitle = "ShaderX 5 -- Advanced Rendering Techniques",
editor = "Wolfgang Engel",
isbn = "1-58450-499-4",
series = "ShaderX",
publisher = "Charles River Media",
volume = "5",
keywords = "shadows, shadow mapping, real-time rendering",
URL = "http://www.cg.tuwien.ac.at/research/publications/2006/GIEGL-2006-QVS/",
}
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