Translucent Shadow Maps
dc.contributor.author | Dachsbacher, Carsten | en_US |
dc.contributor.author | Stamminger, Marc | en_US |
dc.contributor.editor | Philip Dutre and Frank Suykens and Per H. Christensen and Daniel Cohen-Or | en_US |
dc.date.accessioned | 2014-01-27T14:22:49Z | |
dc.date.available | 2014-01-27T14:22:49Z | |
dc.date.issued | 2003 | en_US |
dc.description.abstract | Shadow maps are a very efficient means to add shadows to arbitrary scenes. In this paper, we introduce Translucent Shadow Maps, an extension to shadow maps which allows very efficient rendering of sub-surface scattering. Translucent Shadow Maps contain depth and incident light information. Sub-surface scattering is computed on-the-fly during rendering by filtering the shadow map neighborhood. This filtering is done efficiently using a hierarchical approach. We describe optimizations for an implementation of Translucent Shadow Maps on contemporary graphics hardware, that can render complex translucent objects with varying light and material properties in real-time. | en_US |
dc.description.seriesinformation | Eurographics Workshop on Rendering | en_US |
dc.identifier.isbn | 3-905673-03-7 | en_US |
dc.identifier.issn | 1727-3463 | en_US |
dc.identifier.uri | https://doi.org/10.2312/EGWR/EGWR03/197-201 | en_US |
dc.publisher | The Eurographics Association | en_US |
dc.title | Translucent Shadow Maps | en_US |
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