Title
Variance shadow maps
Abstract
Shadow maps are a widely used shadowing technique in real time graphics. One major drawback of their use is that they cannot be filtered in the same way as color textures, typi- cally leading to severe aliasing. This paper introduces vari- ance shadow maps, a new real time shadowing algorithm. Instead of storing a single depth value, we store the mean and mean squared of a distribution of depths, from which we can eciently compute the variance over any filter re- gion. Using the variance, we derive an upper bound on the fraction of a shaded fragment that is occluded. We show that this bound often provides a good approximation to the true occlusion, and can be used as an approximate value for rendering. Our algorithm is simple to implement on current graphics processors and solves the problem of shadow map aliasing with minimal additional storage and computation. CR Categories: I.3.7 (Computer Graphics): Three- Dimensional Graphics and Realism—Color, shading, shad- owing, and texture
Year
DOI
Venue
2006
10.1145/1111411.1111440
ACM Symposium on interactive 3D graphics
Keywords
Field
DocType
current graphics processor,severe aliasing,shader pro- gramming,shadow map,approximate value,single depth value,variance shadow map,shadow maps,new real time,color texture,filter region,real-time rendering,graphics hardware,real time graphics,shadow mapping,real time rendering,computer graphic,upper bound,real time
Computer vision,Computer graphics (images),Graphics hardware,Real-time rendering,Upper and lower bounds,Computer science,Shadow mapping,Aliasing,Real-time computer graphics,Artificial intelligence,Shadow volume,Rendering (computer graphics)
Conference
ISBN
Citations 
PageRank 
1-59593-295-X
85
3.21
References 
Authors
8
2
Name
Order
Citations
PageRank
William Donnelly1938.31
Andrew Lauritzen21406.20