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        "title": "Fitted Virtual Shadow Maps",
        "date": "2007-05",
        "abstract": "Too little shadow map resolution and resulting undersampling artifacts, perspective and projection aliasing, have long been a fundamental problem of shadowing scenes with shadow mapping.\n\nWe present a new smart, real-time shadow mapping algorithm that virtually increases the resolution of the shadow map beyond the GPU hardware limit where needed. We first sample the scene from the eye-point on the GPU to get the needed shadow map resolution in different parts of the scene. We then process the resulting data on the CPU and finally arrive at a hierarchical grid structure, which we traverse in kd-tree fashion, shadowing the scene with shadow map tiles where needed.\n\nShadow quality can be traded for speed through an intuitive parameter, with a homogeneous quality reduction in the whole scene, down to normal shadow mapping. This allows the algorithm to be used on a wide range of hardware.",
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        "editor": "Christopher G. Healey and Edward Lank",
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        "title": "Queried Virtual Shadow Maps",
        "date": "2007-04",
        "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.\n\nIn 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.\n\nWe 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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        "booktitle": "Proceedings of ACM SIGGRAPH 2007 Symposium on Interactive 3D Graphics and Games",
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        "title": "Unpopping: Solving the Image-Space Blend Problem for Smooth Discrete LOD Transitions",
        "date": "2007-03",
        "abstract": "This paper presents a new, simple and practical algorithm to avoid artifacts when switching between discrete levels of detail (LOD) by smoothly blending LOD representations in image space. We analyze the alternatives of conventional alpha-blending and so-called late-switching (the switching of LODs markusquote{far enough} from the eye-point), widely thought to solve the LOD switching discontinuity problem, and conclude that they either do not work in practice, or defeat the concept of LODs. In contrast we show that our algorithm produces visually pleasing blends for static and animated discrete LODs, for discrete LODs with different types of LOD representations (e.g. billboards and meshes) and even to some extent totally different objects with similar spatial extent, with a very small runtime overhead.",
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        "journal": "Computer Graphics Forum",
        "number": "1",
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    {
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        "title": "Practical Computer Graphics Research, Game Development and the European GameTools Project",
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        "abstract": "Computer graphics today plays an important role in 3D computer and video\ngame creation, since all the images which are presented to the player are\nbased on principles and algorithms devised from computer graphics research.\n\nOne important aspect with regards to the believability and consecutively immersion\nof players within game worlds are shadows. Creating high-quality dynamic\nshadows in real-time is still a very open field of research. One real-time\nshadowing approach that is very appealing due to its apparent elegant simplicity\nis shadow mapping. The term \"apparent\" is used deliberately here, since\nthe elegance of shadow mapping comes at a price, namely the discretization\nof the first-hit visibility problem to a grid storing occluder depth information with\nregards to the light source. In practice this often leads to shadowing artifacts,\ndue to too little information being available to answer the visibility query with\nenough accuracy. In this thesis, a new family of shadow mapping algorithms\nis presented, which address the problem of the shadow map not containing\nenough information, This is done without requiring a shadow map grid too\nlarge to be stored in memory and which cannot be filled with depth information\nin real time. Based on a basic brute-force approach, two smart algorithms\nare presented, which work in a manner adaptive to the resolution requirements\nof the scene, speeding up the process by at least an order of magnitude.\n\nAnother problem with relevance to the practical application of computer graphics\nto games is how to render a large number of objects fast enough to give the\nplayer a high level of responsiveness (and thereby, again, immersion). Noticing\nthat due to perspective shortening objects farther away from the player do not\nneed as much detail as objects which are nearer, computer graphics has come\nup with the concept of level of detail (LOD), where farther away objects use\nsimpler representations; if done correctly, this leads to a large increase in rendering\nspeed. While LOD has been studied extensively in computer graphics,\none problem of the LOD technique dominating practical application, discrete\nLOD, has been largely ignored: In discrete LOD the simpler representations\nof an object are, as the name implies, discrete, i.e. they exist independently\nof each other. Switching between representations of different complexity by\nsimply switching the representation in use leads to a disruptive discontinuity in\nplayer perception. This thesis presents a practical algorithm, that addresses\nthis problem.\n\nLinked to this research in the computer graphics fields of shadows and level\nof detail, is the case study of the GameTools Project, a Europe-wide project,\nfunded by the European Union, which had as its agenda to bring the results\nof current computer graphics research done within the project to European\ngame developing companies and companies from neighboring fields. The author\nholds the position of Community Manager within the GameTools Project,\nand presents an overview over the project and a more detailed view of his work\nas Community Manager.",
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        "title": "Queried Virtual Shadow Maps",
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        "abstract": "In this article we present a new real-time shadow mapping algorithm capable of\nshadowing large scenes by virtually increasing the resolution of the shadow map\nbeyond the GPU hardware limit. We start with a brute force approach that uniformly\nincreases the resolution of the whole shadow map. We then introduce a smarter version\nwhich greatly increases runtime performance while still being GPU-friendly.\nThe algorithm contains an easy to use performance/quality-tradeoff parameter, making\nit tunable to a wide range of graphics hardware.",
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        "booktitle": "ShaderX 5 -- Advanced Rendering Techniques",
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        "abstract": "The card front shows a screenshot from \"Yetti's Skipark Tycoon\", one of the prize winners in this year's game development student course: Create your own ski resort & watch your happy guests being lifted up and ski down :-)\r\n\r\nThe back depicts the GameTools Project logo - one of the many projects the CG group at TU Vienna participates in (http://www.cg.tuwien.ac.at/projects). \t\r\n\r\nDie Vorderseite der Weihnachtskarte zeigt einen Screenshot aus \"Yetti's Skipark Tycoon\", einer der Gewinner der heurigen Computerspieleentwicklungslaboruebung: Bauen Sie Ihr eigenes Skiresort & schauen Sie Ihren Gaesten beim vergnuegten Skilauf zu :-)\r\n\r\nDie Rückseite ziert das GameTools Project Logo; GameTools ist eines der vielen Projekte, an denen die CG-Gruppe der TU Wien partizipiert (http://www.cg.tuwien.ac.at/projects).\r\nTU Wien - Computer Graphics Group\r\nMeisterhaft in Graphics\r\n\r\nIdea & Artwork: Markus Giegl",
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        "title": "Fast Walkthroughs with Image Caches and Ray Casting",
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        "title": "Fast Walkthroughs with Image Caches and Ray Casting",
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        "abstract": "We present an output-sensitive rendering algorithm for accelerating walkthroughs of large, densely occluded virtual environments using a multi-stage Image Based Rendering Pipeline. In the first stage, objects within a certain distance are rendered using the traditional graphics pipeline, whereas the remaining scene is rendered by a pixel-based approach using an Image Cache, horizon estimation to avoid calculating sky pixels, and finally, ray casting. The time complexity of this approach does not depend on the total number of primitives in the scene. We have measured speedups of up to one oder of magnitude.",
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        "booktitle": "Virtual Environments '99. Proceedings of the 5th Eurographics Workshop on Virtual Environments",
        "editor": "Michael Gervautz and Dieter Schmalstieg and Axel Hildebrand",
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