An Efficient Shadow Texture Algorithm with Shadow Maps

shadow texture

Real-time shadow algorithms with shadow textures or shadow maps are the most popular, but they suffer from visual artifacts. This paper presents an effcient anti-aliased shadow rendering algorithm by using both shadow textures and shadow maps. We generate shadows using shadow mapping, and store them into an UV texture atlas being mapped on a geometric object instead of the frame-buffer. Then we map the shadow texture on the object as a decal texture. This algorithm can use filtering such as mipmapping supported by graphics hardware, which cannot be used for conventional shadow mapping. This also allows us making anti-aliased shadows easy with real-time performance of hundreds frames per second. Our algorithm can be easily implemented on commodity graphics hardware and integrated in exist real-time applications such as games.


Selected Publication:
An Efficient Shadow Texture Algorithm with Shadow Maps Hyunwoo Ki, Taegyu Ryu, and Kyoungsu Oh. "An Efficient Shadow Texture Algorithm with Shadow Maps". In Proceedings of Comput Graphics International 2008.

BibTeX:
@inproceedings{KiH08STA,
author = {Hyunwoo Ki and Taegyu Ryu and Kyoungsu Oh},
title = {An Efficient Shadow Texture Algorithm with Shadow Maps},
booktitle = {Proceedings of Computer Graphics International 2008},
year = {2008}, }

Acknowledgement: