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. Copyright © 2007 by the Association for Computing Machinery, Inc.
CITATION STYLE
Giegl, M., & Wimmer, M. (2007). Queried virtual shadow maps. In Proceedings - I3D 2007, ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games (pp. 65–72). https://doi.org/10.1145/1230100.1230112
Mendeley helps you to discover research relevant for your work.