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Rectilinear texture warping for fast adaptive shadow mapping

Published: 09 March 2012 Publication History

Abstract

Conventional shadow mapping relies on uniform sampling for producing hard shadow in an efficient manner. This approach trades image quality in favor of efficiency. A number of approaches improve upon shadow mapping by combining multiple shadow maps or using complex data structures to produce shadow maps with multiple resolutions. By sacrificing some performance, these adaptive methods produce shadows that closely match ground truth.
This paper introduces Rectilinear Texture Warping (RTW) for efficiently generating adaptive shadow maps. RTW images combine the advantages of conventional shadow mapping - a single shadow map, quick construction, and constant time pixel shadow tests, with the primary advantage of adaptive techniques - shadow map resolutions which more closely match those requested by output images. RTW images consist of a conventional texture paired with two 1-D warping maps that form a rectilinear grid defining the variation in sampling rate. The quality of shadows produced with RTW shadow maps of standard resolutions, i.e. 2,048×2,048 texture for 1080p output images, approaches that of raytraced results while low overhead permits rendering at hundreds of frames per second.

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Cited By

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  • (2022)Real-time Modeling of Dynamic Terrain Shadows based on Multilevel Ray CastingProgramming and Computer Software10.1134/S036176882203010048:3(190-198)Online publication date: 30-May-2022
  • (2021)Comparison of Modern Omnidirectional Precise Shadowing Techniques Versus Ray TracingComputer Graphics Forum10.1111/cgf.1442541:1(106-121)Online publication date: 3-Dec-2021
  • (2015)Fast robust and precise shadow algorithm for WebGL 1.0 platformProceedings of the 25th International Conference on Artificial Reality and Telexistence and 20th Eurographics Symposium on Virtual Environments10.5555/2852313.2852325(85-92)Online publication date: 28-Oct-2015
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      cover image ACM Conferences
      I3D '12: Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
      March 2012
      220 pages
      ISBN:9781450311946
      DOI:10.1145/2159616
      Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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      Publication History

      Published: 09 March 2012

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      Author Tags

      1. adaptive sampling
      2. rendering
      3. shadow algorithms

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      • Research-article

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      I3D '12
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      I3D '12: Symposium on Interactive 3D Graphics and Games
      March 9 - 11, 2012
      California, Costa Mesa

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      Overall Acceptance Rate 148 of 485 submissions, 31%

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      Cited By

      View all
      • (2022)Real-time Modeling of Dynamic Terrain Shadows based on Multilevel Ray CastingProgramming and Computer Software10.1134/S036176882203010048:3(190-198)Online publication date: 30-May-2022
      • (2021)Comparison of Modern Omnidirectional Precise Shadowing Techniques Versus Ray TracingComputer Graphics Forum10.1111/cgf.1442541:1(106-121)Online publication date: 3-Dec-2021
      • (2015)Fast robust and precise shadow algorithm for WebGL 1.0 platformProceedings of the 25th International Conference on Artificial Reality and Telexistence and 20th Eurographics Symposium on Virtual Environments10.5555/2852313.2852325(85-92)Online publication date: 28-Oct-2015
      • (2014)Directionality-aware rectilinear texture warped shadow mapsACM SIGGRAPH 2014 Posters10.1145/2614217.2630570(1-1)Online publication date: 27-Jul-2014
      • (2014)Sub-pixel shadow mappingProceedings of the 18th meeting of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games10.1145/2556700.2556709(103-110)Online publication date: 14-Mar-2014
      • (2013)Efficient real-time shadowsACM SIGGRAPH 2013 Courses10.1145/2504435.2504453(1-54)Online publication date: 21-Jul-2013
      • (2013)Adaptive Ray‐bundle Tracing with Memory Usage Prediction: Efficient Global Illumination in Large ScenesComputer Graphics Forum10.1111/cgf.1223932:7(315-324)Online publication date: 25-Nov-2013
      • (2012)Efficient real-time shadowsACM SIGGRAPH 2012 Courses10.1145/2343483.2343500(1-53)Online publication date: 5-Aug-2012

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