
Queried Virtual Shadow Maps
Markus Giegl, Michael WimmerQueried Virtual Shadow Maps
In Proceedings of ACM SIGGRAPH 2007 Symposium on Interactive 3D Graphics and Games, pages 65-72. April 2007.
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Information
- Publication Type: Conference Paper
- Address: New York, NY, USA
- Date (from): 30.4.2007
- Date (to): 2.5.2007
- ISBN: 978-1-59593-628-8
- Lecturer: Ralf Habel
- Location: Seattle, WA
- Publisher: ACM Press
- Keywords: shadow maps, shadows, real-time shadowing, large environemnts
Abstract
Shadowing scenes by shadow mapping has long suffered from the fundamental problem of undersampling artifacts due to too low shadow map resolution, leading to so-called perspective and projection aliasing.In this paper 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.
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@inproceedings{GIEGL-2007-QV1,
title = "Queried Virtual Shadow Maps",
author = "Markus Giegl and Michael Wimmer",
year = "2007",
abstract = "Shadowing scenes by shadow mapping has long suffered from
the fundamental problem of undersampling artifacts due to
too low shadow map resolution, leading to so-called
perspective and projection aliasing. In this paper 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.",
pages = "65--72",
month = apr,
address = "New York, NY, USA",
booktitle = "Proceedings of ACM SIGGRAPH 2007 Symposium on Interactive 3D
Graphics and Games",
isbn = "978-1-59593-628-8",
publisher = "ACM Press",
location = "Seattle, WA",
keywords = "shadow maps, shadows, real-time shadowing, large
environemnts",
URL = "http://www.cg.tuwien.ac.at/research/publications/2007/GIEGL-2007-QV1/",
}