10.1145/1230100.1230112acmconferencesArticle/Chapter ViewAbstractPublication Pagesi3dConference Proceedings
Article

Queried virtual shadow maps

Published:30 April 2007

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.

In 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.

We 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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    • Published in

      ACM Conferences cover image
      I3D '07: Proceedings of the 2007 symposium on Interactive 3D graphics and games
      April 2007
      196 pages
      ISBN:9781595936288
      DOI:10.1145/1230100

      Copyright © 2007 ACM

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      Association for Computing Machinery

      New York, NY, United States

      Publication History

      • Published: 30 April 2007

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      Acceptance Rates

      I3D '07 Paper Acceptance Rate 25 of 72 submissions, 35%
      Overall Acceptance Rate 273 of 835 submissions, 33%

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