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Soft Shadow Maps for Linear Lights

MPG-Autoren
http://pubman.mpdl.mpg.de/cone/persons/resource/persons44602

Heidrich,  Wolfgang
Computer Graphics, MPI for Informatics, Max Planck Society;

http://pubman.mpdl.mpg.de/cone/persons/resource/persons44168

Brabec,  Stefan
Computer Graphics, MPI for Informatics, Max Planck Society;

http://pubman.mpdl.mpg.de/cone/persons/resource/persons45449

Seidel,  Hans-Peter
Computer Graphics, MPI for Informatics, Max Planck Society;

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Zitation

Heidrich, W., Brabec, S., & Seidel, H.-P. (2000). Soft Shadow Maps for Linear Lights. In B. Péroche, & H. Rushmeier (Eds.), Rendering Techniques 2000, Proceedings of the 11th Eurographics Workshop on Rendering (pp. 269-280). Vienna, Austria: Springer.


Zitierlink: http://hdl.handle.net/11858/00-001M-0000-000F-34F2-3
Zusammenfassung
Soft shadows and penumbra regions generated by extended light sources such as linear and area lights are visual effects that significantly con-tribute to the realism of a scene. In interactive applications, shadow computations are mostly performed by either the shadow volume or the shadow map algorithm. Variants of these methods for soft shadows exist, but they require a significant number of samples on the light source, thereby dramatically increasing rendering times.\\In this paper we present a modification to the shadow map algorithm that allows us to render soft shadows for linear light sources of a high visual fidelity with a very small number of light source samples. This algorithm is well suited for both software and hardware rendering.