Author/Authors :
Gaël Guennebaud، نويسنده , , Loic Barthe ، نويسنده , , Mathias Paulin، نويسنده ,
Abstract :
Abstract
The recent soft shadow mapping technique [GBP06] allows the rendering in real-time of convincing soft shadows
on complex and dynamic scenes using a single shadow map. While attractive, this method suffers from shadow
overestimation and becomes both expensive and approximate when dealing with large penumbrae. This paper
proposes new solutions removing these limitations and hence providing an efficient and practical technique for soft
shadow generation. First, we propose a new visibility computation procedure based on the detection of occluder
contours, that is more accurate and faster while reducing aliasing. Secondly, we present a shadow map multiresolution
strategy keeping the computation complexity almost independent on the light size while maintaining
high-quality rendering. Finally, we propose a view-dependent adaptive strategy, that automatically reduces the
screen resolution in the region of large penumbrae, thus allowing us to keep very high frame rates in any situation.