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        "title": "The Influence of Full-Body Representation on Translation and CurvatureGain",
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        "abstract": "Redirected Walking (RDW) techniques allow users to navigate immersive virtual environments much larger than the available tracking space by natural walking. Whereas several approaches exist, numerous RDW techniques operate by applying gains of different types to the user’s viewport. These gains must remain undetected by the user in order for a RDW technique to support plausible navigation within a virtual environment. The present paper explores the relationship between detection thresholds of redirection gains and the presence of a self-avatar within the virtual environment. In four psychophysical experiments we estimated the thresholds of curvature and translation gain with and without a virtual body. The goal was to evaluate whether a full-body representation has an impact on the detection thresholds of these gains. The results indicate that although the presence of a virtual body does not significantly affect the detectability of these gains, it supports users with the illusion of easier detection. We discuss the possibility of a future combination of full-body representations and redirected walking and if these findings influence the implementation of large virtual environments with immersive virtual body representation.",
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        "title": "A Comparative Perceptual Study of Soft Shadow Algorithms",
        "date": "2014-06",
        "abstract": "We performed a perceptual user study of algorithms that approximate soft shadows in real time. Although a huge body of soft-shadow algorithms have been proposed, to our knowledge this is the first methodical study for comparing different real-time shadow algorithms with respect to their plausibility and visual appearance. We evaluated soft-shadow properties like penumbra overlap with respect to their relevance to shadow perception in a systematic way, and we believe that our results can be useful to guide future shadow approaches in their methods of evaluation. In this study, we also capture the predominant case of an inexperienced user observing shadows without comparing to a reference solution, such as when watching a movie or playing a game. One important result of this experiment is to scientifically verify that real-time soft-shadow algorithms, despite having become physically based and very realistic, can nevertheless be intuitively distinguished from a correct solution by untrained users.",
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    {
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        "title": "Fast Percentage Closer Soft Shadows using Temporal Coherence",
        "date": "2013-03",
        "abstract": "We propose a novel way to efficiently calculate soft shadows in real-time applications by overcoming the high computational effort involved with the complex corresponding visibility estimation each frame: We exploit the temporal coherence prevalent in typical scene movement, making the estimation of a new shadow value only necessary whenever regions are newly disoccluded due to camera adjustment, or the shadow situation changes due to object movement. By extending the typical shadow mapping algorithm by an additional light-weight buffer for the tracking of dynamic scene objects, we can robustly and efficiently detect all screen space fragments that need to be updated, including not only the moving objects themselves, but also the soft shadows they cast. \n\nBy applying this strategy to the popular Percentage Closer Soft Shadow algorithm (PCSS), we double rendering performance in scenes with both static and dynamic objects - as prevalent in various 3D game levels - while maintaining the visual quality of the original approach.",
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        "title": "Temporal Coherence Methods in Real-Time Rendering",
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        "abstract": "Nowadays, there is a strong trend towards rendering to higher-resolution displays and at high frame rates. This development aims at delivering more detail and better accuracy, but it also comes at a significant cost.\nAlthough graphics cards continue to evolve with an ever-increasing amount of computational power, the speed gain is easily counteracted by increasingly complex and sophisticated shading computations. For real-time applications, the direct consequence is that image resolution and temporal resolution are often the first candidates to bow to the performance constraints (e.g., although full HD is possible, PS3 and XBox often render at lower resolutions).\n\nIn order to achieve high-quality rendering at a lower cost, one can exploit temporal coherence (TC). The underlying observation is that a higher resolution and frame rate do not necessarily imply a much higher workload, but a larger amount of redundancy and a higher potential for amortizing rendering over several frames. In this survey, we investigate methods that make use of this principle and provide practical and theoretical advice on how to exploit temporal coherence for performance optimization. These methods not only allow incorporating more computationally intensive shading effects into many existing applications, but also offer exciting opportunities for extending high-end graphics applications to lower-spec consumer-level hardware. To this end, we first introduce the notion and main concepts of TC, including an overview of historical methods. We then describe a general approach, image-space reprojection, with several implementation algorithms that facilitate reusing shading information across adjacent frames. We also discuss data-reuse quality and performance related to reprojection techniques. Finally, in the second half of this survey, we demonstrate various applications that exploit TC in real-time rendering.\n",
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        "title": "Fast Accurate Soft Shadows with Adaptive Light Source Sampling",
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        "abstract": "Physically accurate soft shadows in 3D applications can be simulated by taking multiple samples from all over the area light source and accumulating them. Due to the unpredictability of the size of the penumbra regions, the required sampling density has to be high in order to guarantee smooth shadow transitions in all cases. Hence, several hundreds of shadow maps have to be evaluated in any scene configuration, making the process computationally expensive. \n\nThus, we suggest an adaptive light source subdivision approach to select the sampling points adaptively. The main idea is to start with a few samples on the area light, evaluating there differences using hardware occlusion queries, and adding more sampling points if necessary.\n\nOur method is capable of selecting and rendering only the samples which contribute to an improved shadow quality,  and hence generate shadows of comparable quality and accuracy.  Even though additional calculation time is needed for the comparison step, this method saves valuable rendering time and achieves interactive to real-time frame rates in many cases where a brute force sampling method does not.\n",
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        "title": "Real-Time Soft Shadows Using Temporal  Coherence",
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        "title": "Frame Sequential Interpolation for Discrete Level-of-Detail Rendering",
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        "abstract": "In this paper we present a method for automatic interpolation between adjacent discrete levels of detail to achieve smooth LOD changes in image space. We achieve this by breaking the problem into two passes: We render the two LOD levels individually and combine them in a separate pass afterwards. The interpolation is formulated in a way that only one level has to be updated per frame and the other can be reused from the previous frame, thereby causing roughly the same render cost as with simple non interpolated discrete LOD rendering, only incurring the slight overhead of the final combination pass. Additionally we describe customized interpolation schemes using visibility textures.\n\nThe method was designed with the ease of integration into existing engines in mind. It requires neither sorting nor blending of objects, nor does it introduce any constrains in the LOD used. The LODs can be coplanar, alpha masked, animated, impostors, and intersecting, while still interpolating smoothly.\n\n",
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        "event": "Eurographics Symposium on Rendering 2008",
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        "id": "Scherzer-2007-PCS",
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        "title": "Pixel-Correct Shadow Maps with Temporal Reprojection and  Shadow Test Confidence",
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        "abstract": "Shadow mapping suffers from spatial aliasing (visible as blocky shadows) as well as temporal aliasing (visible as flickering). Several methods have already been proposed for reducing such artifacts, but so far none is able to provide satisfying results in real time.\n\nThis paper extends shadow mapping by reusing information of previously rasterized images, stored efficiently in a so-called history buffer. This buffer is updated in every frame and then used for the shadow calculation. In combination with a special confidence-based method for the history buffer update (based on the current shadow map), temporal and spatial aliasing can be completely removed. The algorithm converges in about 10 to 60 frames and during convergence, shadow borders are sharpened over time. Consequently, in case of real-time frame rates, the temporal shadow adaption is practically imperceptible. The method is simple to implement and is as fast as uniform shadow mapping, incurring only the minor speed hit of the history buffer update. It works together with advanced filtering methods like percentage closer filtering and more advanced shadow mapping techniques like perspective or light space perspective shadow maps.",
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        "title": "Robust Shadow Mapping with Light Space Perspective Shadow Maps",
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        "abstract": "In this paper, we present a new shadow mapping technique that improves upon the quality of perspective and\r\nuniform shadow maps. Our technique uses a perspective transform specified in light space which allows treating\r\nall lights as directional lights and does not change the direction of the light sources. This gives all the benefits\r\nof the perspective mapping but avoids the problems inherent in perspective shadow mapping like singularities\r\nin post-perspective space, missed shadow casters etc. Furthermore, we show that both uniform and perspective\r\nshadow maps distribute the perspective aliasing error that occurs in shadow mapping unequally over the available\r\ndepth range. We therefore propose a transform that equalizes this error and gives equally pleasing results for near\r\nand far viewing distances. Our method is simple to implement, requires no scene analysis and is therefore as fast\r\nas uniform shadow mapping.",
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        "abstract": "This thesis is about shadow generation in real-time and its problems. Its focus is\r\non shadow mapping, a real-time technique to render high quality shadows. A lot\r\nof literature is available concerning shadow mapping and the problems associated\r\nwith it. But most of this literature concerns itself only with certain problematic\r\nparts of shadow mapping, but not with all the problems of shadow mapping together.\r\nIn this thesis we will give a minute report of all these problems and why\r\nand how they occur. We will discuss the major methods to cure them and identify\r\nand adopt the methods so that they can be used together for demanding real-time\r\napplications to avoid all of the shadow mapping problems.\r\nAll things considered this thesis should provide an insight into the current\r\nstate of research in the field of real-time shadow generation with shadow maps,\r\nand should expand this overview by giving the reader all the methods at hand to\r\ncure the problems of shadow mapping and use it in a complex real-time scenario\r\nwithout visible artefacts.",
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        "title": "Robust Shadow Maps for Large Environments",
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        "booktitle": "Proceedings of the Central European Seminar on Computer Graphics 2005",
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