Translucent Shadow Maps

dc.contributor.authorDachsbacher, Carstenen_US
dc.contributor.authorStamminger, Marcen_US
dc.contributor.editorPhilip Dutre and Frank Suykens and Per H. Christensen and Daniel Cohen-Oren_US
dc.date.accessioned2014-01-27T14:22:49Z
dc.date.available2014-01-27T14:22:49Z
dc.date.issued2003en_US
dc.description.abstractShadow 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.seriesinformationEurographics Workshop on Renderingen_US
dc.identifier.isbn3-905673-03-7en_US
dc.identifier.issn1727-3463en_US
dc.identifier.urihttps://doi.org/10.2312/EGWR/EGWR03/197-201en_US
dc.publisherThe Eurographics Associationen_US
dc.titleTranslucent Shadow Mapsen_US
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