Shadow Silhouette Maps
Pradeep Sen,
Mike Cammarano,
Pat Hanrahan
Computer Science Department
Stanford University
Submitted to Siggraph 03
Abstract
The most widely used techniques for interactive rendering of hard
shadows are shadow maps and shadow volumes. We observe that
shadow map algorithms often suffice to determine shadowing for
most areas of a rendered image. However, objectionable aliasing
artifacts can arise in neighborhoods near the shadow silhouettes. In
contrast, shadow volumes generate precise silhouettes, but perform
significant amounts of extra work even for pixels far from shadow
edges. In this paper, we propose the method of silhouette maps, in
which a shadow depth map is augmented by storing the locations of
representative points on the geometric silhouette. A piece-wise linear
approximation to the true silhouette can then be found by applying
dual-contouring techniques. The proposed method allows each
silhouette map texel to represent a polygonal approximation to the
actual shadowing geometry, in contrast to the jagged approximation
provided by a conventional shadow map. We demonstrate an
implementation of our approach running on programmable graphics
hardware at interactive rates.
PDF (3.7MB)
Video (32MB AVI)
Pradeep Sen
This page created by Mike Cammarano, Mon 27 Jan 2003
Last modified: Mon 27 Jan 2003