Introduction |
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Web Materials |
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1 Fast Conventional Shadow Filtering |
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1 | (32) |
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1 | (1) |
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1 | (1) |
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1.3 Uniform Shadow Filtering |
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2 | (4) |
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1.4 Separable Shadow Filters |
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6 | (8) |
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1.5 Nonseparable Unique Weights per PCF Result |
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14 | (2) |
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1.6 Advanced Shadow Filtering Techniques |
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16 | (15) |
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31 | (2) |
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2 Hybrid Min/Max Plane-Based Shadow Maps |
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33 | (8) |
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33 | (1) |
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33 | (1) |
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2.3 Construction of an HPSM |
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34 | (5) |
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39 | (1) |
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2.5 Other Uses for the HPSM |
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40 | (1) |
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40 | (1) |
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3 Shadow Mapping for Omnidirectional Light Using Tetrahedron Mapping |
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41 | (22) |
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41 | (1) |
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3.2 Tetrahedron Shadow Mapping |
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41 | (9) |
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50 | (1) |
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51 | (5) |
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56 | (5) |
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61 | (2) |
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4 Screen Space Soft Shadows |
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63 | (16) |
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63 | (2) |
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65 | (1) |
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4.3 Screen Space Soft Shadows |
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66 | (5) |
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71 | (3) |
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74 | (2) |
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76 | (3) |
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5 Variance Shadow Maps Light-Bleeding Reduction Tricks |
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79 | (8) |
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79 | (1) |
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79 | (2) |
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81 | (1) |
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5.4 Solutions to the Problem |
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82 | (3) |
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85 | (1) |
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85 | (1) |
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86 | (1) |
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6 Fast Soft Shadows via Adaptive Shadow Maps |
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87 | (10) |
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6.1 Percentage-Closer Filtering with Large Kernels |
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87 | (3) |
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6.2 Application to Adaptive Shadow Maps |
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90 | (3) |
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6.3 Soft Shadows with Variable Penumbra Size |
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93 | (2) |
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95 | (1) |
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96 | (1) |
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7 Adaptive Volumetric Shadow Maps |
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97 | (18) |
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7.1 Introduction and Previous Approaches |
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97 | (2) |
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7.2 Algorithm and Implementation |
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99 | (7) |
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106 | (5) |
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7.4 Conclusions and Future Work |
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111 | (1) |
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112 | (1) |
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113 | (2) |
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8 Fast Soft Shadows with Temporal Coherence |
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115 | (14) |
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115 | (1) |
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116 | (8) |
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8.3 Comparison and Results |
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124 | (2) |
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126 | (3) |
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9 Mipmapped Screen-Space Soft Shadows |
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129 | (18) |
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9.1 Introduction and Previous Work |
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129 | (2) |
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131 | (1) |
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132 | (3) |
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135 | (2) |
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9.5 Mipmap Level Selection |
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137 | (3) |
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140 | (3) |
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143 | (1) |
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144 | (3) |
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10 Efficient Online Visibility for Shadow Maps |
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147 | (10) |
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147 | (1) |
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148 | (2) |
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10.3 Detailed Description |
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150 | (2) |
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10.4 Optimization: Shadow-Map Focusing |
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152 | (1) |
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153 | (2) |
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155 | (1) |
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155 | (1) |
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155 | (2) |
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11 Depth Rejected Gobo Shadows |
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157 | (6) |
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157 | (1) |
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157 | (2) |
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11.3 Depth Rejected Gobo Shadows |
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159 | (2) |
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161 | (1) |
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162 | (1) |
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162 | (1) |
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12 Real-Time Deep Shadow Maps |
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163 | (12) |
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163 | (2) |
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12.2 Transmittance Function |
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165 | (1) |
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165 | (7) |
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172 | (1) |
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173 | (1) |
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174 | (1) |
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174 | (1) |
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13 Practical Screen-Space Soft Shadows |
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175 | (18) |
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175 | (1) |
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175 | (1) |
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176 | (2) |
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178 | (1) |
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13.5 Shadow Map Rendering Pass |
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179 | (1) |
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13.6 Introducing Layers and Light Assignment |
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179 | (3) |
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13.7 Layered Penumbra Map Pass |
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182 | (2) |
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13.8 Anisotropic Gaussian Blur Pass |
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184 | (2) |
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186 | (1) |
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13.10 Performance Considerations |
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187 | (1) |
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187 | (1) |
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188 | (1) |
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13.13 Performance Analysis |
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188 | (2) |
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190 | (1) |
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190 | (3) |
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14 Tile-Based Omnidirectional Shadows |
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193 | (26) |
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193 | (1) |
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194 | (1) |
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195 | (15) |
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210 | (4) |
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214 | (2) |
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216 | (1) |
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216 | (1) |
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216 | (3) |
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15 Shadow Map Silhouette Revectorization |
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219 | (8) |
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219 | (1) |
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220 | (2) |
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222 | (2) |
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224 | (1) |
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224 | (1) |
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225 | (2) |
About the Contributors |
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227 | |