Deep shadow maps
By Thomas Lokovic, Eric Veach. International Conference on Computer Graphics and Interactive Techniques, 2000
390 citations recorded by the source corpus.
We introduce deep shadow maps, a technique that produces fast, high-quality shadows for primitives such as hair, fur, and smoke. Unlike traditional shadow maps, which store a single depth at each pixel, deep shadow maps store a representation of the fractional visibility through a pixel at all possible depths. Deep shadow maps have several advantages. First, they are prefiltered, which allows faster shadow lookups and much smaller memory footprints than regular shadow maps of similar quality. Second, they support shadows from partially transparent surfaces and volumetric objects such as fog. Third, they handle important cases of motion blur at no extra cost. The algorithm is simple to implement and can be added easily to existing renderers as an alternative to ordinary shadow maps.
Subfields: Computer Graphics and Computer-Aided Design, Computer Vision and Pattern Recognition
View Paper: https://www.semanticscholar.org/paper/09bd382c9e91cae2597f3607a6330735eb0cd366
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Computer Graphics and Computer-Aided Design
- Henrik Wann Jensen
- John M. Snyder
- Peter-Pike J. Sloan
- Jan Kautz
- Ming C Lin
- Christopher E. Peters
- P. Hanrahan
- Sara de Freitas
In Computer Vision and Pattern Recognition
- George Drettakis
- Henrik Wann Jensen
- John M. Snyder
- Peter-Pike J. Sloan
- Jan Kautz
- Ming C Lin
- Christopher E. Peters
- P. Hanrahan
Citations in the corpus
- A Survey on Hair Modeling: Styling, Simulation, and Rendering (2007, positive): “In the deep shadow maps technique [75], each pixel”
- Light scattering from human hair fibers (2003, methodology): “…2000; Kim and Neumann 2002; Chang et al. 2002; Magnenat-Thalmann et al. 2002], efficient antialiasing and curve-drawing algorithms for scanline rendering [Watanabe and Suenaga 1992; Kong and Nakajima 2000], and approximating shadows within the hair [Lokovic and Veach 2000; Kim and Neumann 2001].”
- Crowdsourcing in Computer Vision (2016, neutral): “Deep shadow maps [78] were introduced to provide the benefits (and drawbacks) of shadow maps in the context of volumetric rendering.”
- Perspective shadow maps (2002, background): “[5] extend the idea of filtering shadow maps by storing approximate attenuation functions for each shadow map pixel, thus capturing self shadowing within hair, fur or smoke.”
- Soft 3D reconstruction for view synthesis (2017, background): “We start by defining ray visibility simply as the clamped summation of all prior consensus along a ray: We note that this is identical to ‘coverage’ visibility functions discussed in deep shadow maps [Lokovic and Veach 2000].”
- Precomputed Radiance Transfer for Real-Time Rendering in Dynamic, Low-Frequency Lighting Environments (2002, methodology): “Many extensions of the basic technique, some suitable for real-time rendering, have since been described: percentage-closer filtering [35], which softens shadow edges, layered depth maps [26] and layered attenuation maps [1], which more accurately simulate penumbra shape and falloff, and deep shadow”
- Developing serious games for cultural heritage: a state-of-the-art review (2010, background): “objects such as volumes can also present issues, many of which have also been addressed ( Lokovic and Veach 2000; Hadwiger et al. 2006; Ropinski et al. 2008).”