Poster
@InProceedings, Poster

Show entries of:

this year (2019) | last year (2018) | two years ago (2017) | Notes URL

Action:

login to update

Options:








Author, Editor

Author(s):

Dong, Zhao
Yang, Baoguang

dblp
dblp

Not MPG Author(s):

Yang, Baoguang

Editor(s):

Aliaga, Daniel
Oliveira, Manuel

dblp
dblp

Not MPII Editor(s):

Aliaga, Daniel
Oliveira, Manuel

BibTeX cite key*:

DY::2010:VSSM

Title, Booktitle

Title*:

Variance Soft Shadow Mapping

Booktitle*:

Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games (I3D) 2010

Event, URLs

Language:

English

URL of the conference:

http://graphics.cs.williams.edu/i3d10/index.html

Event Address*:

Washington DC, US

URL for downloading the paper:

http://www.mpi-inf.mpg.de/~dong/download/I3DPoster/VSSM_I3DPoster.pdf

Event Date*:


Organization:

ACM SIGGRAPH

Event Start Date:

19 February 2010

Event End Date:

21 February 2010

Publisher

Publisher's Name*:

ACM

Publisher's URL:

http://www.acm.org/

Publisher's Address*:

New York, NY, US

Type:


Vol, No, Year, pp.

Series:


Volume:


Number:


Month:


Pages*:

94

Year*:

2010

VG Wort Pages:


ISBN/ISSN:


Sequence Number:






Note, Abstract, ©

Note:


(LaTeX) Abstract:

\emph{Variance shadow map} (VSM) is a kind of pre-filtering shadow mapping method, which owns both good anti-aliasing quality and high performance for rendering hard shadow. However, soft shadow rendering based on VSM is non-trivial and remains unsolved.

Motivated by it, in this paper we propose variance soft shadow
mapping (VSSM) method for rendering plausible soft shadow. VSSM is based on the theoretical framework of \emph{percentage-closer soft shadows} (PCSS). In order to estimate the average blocker depth for computing penumbra size of each pixel, a novel formula is derived to illustrate how to compute it in VSSM. To tackle the
''non-planarity'' lit problem, which is caused by the \emph{single-bounded} variance-based shadow function, we present a practical pre-filtering kernel adaptive subdivision strategy. Such a divide-and-rule scheme is flexible and quality-controllable for removing incorrect lit. It can be efficiently applied for pre-filtering both the shadow comparison and average blocker depth.

The experimental results demonstrate that the quality of
\emph{variance soft shadow mapping}(VSSS) is equal with PCSS method in most cases, however its speed is at least one-order of magnitude faster than PCSS for middle-size penumbra.

URL for the Abstract:


Categories / Keywords:


HyperLinks / References / URLs:


Copyright Message:


Personal Comments:


Download
Access Level:

Public

Correlation

MPG Unit:

Max-Planck-Institut für Informatik



MPG Subunit:

Computer Graphics Group

Appearance:

MPII WWW Server, MPII FTP Server, university publications list, working group publication list, Fachbeirat, VG Wort

BibTeX Entry:
@INPROCEEDINGS{DY::2010:VSSM,
AUTHOR = {Dong, Zhao and Yang, Baoguang},
EDITOR = {Aliaga, Daniel and Oliveira, Manuel},
TITLE = {Variance Soft Shadow Mapping},
BOOKTITLE = {Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games (I3D) 2010},
PUBLISHER = {ACM},
YEAR = {2010},
ORGANIZATION = {ACM SIGGRAPH},
PAGES = {94},
ADDRESS = {Washington DC, US},
}


Entry last modified by Zhao Dong, 02/28/2011
Show details for Edit History (please click the blue arrow to see the details)Edit History (please click the blue arrow to see the details)
Hide details for Edit History (please click the blue arrow to see the details)Edit History (please click the blue arrow to see the details)

Editor(s)
Zhao Dong
Created
02/09/2010 12:06:12 PM
Revision
0.



Editor
Zhao Dong



Edit Date
02/09/2010 12:06:12 PM



Show details for Attachment SectionAttachment Section
Hide details for Attachment SectionAttachment Section