An Efficient Shadow Texture Algorithm with Shadow Maps
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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:
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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:
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