Tom Lokovic and Eric Veach,
SIGGRAPH 2000 Proceedings (August 2000),
Addison-Wesley.
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Abstract
We introduce deep shadow maps, a technique that produces
fast, high-quality shadows for primitives such as hair, fur, and
smoke. Unlike traditional shadow maps, which store a single
depth at each pixel, deep shadow maps store a representation of
the fractional visibility through a pixel at all possible depths.
Deep shadow maps have several advantages. First, they are
prefiltered, which allows faster shadow lookups and much smaller
memory footprints than regular shadow maps of similar quality.
Second, they support shadows from partially transparent surfaces
and volumetric objects such as fog. Third, they handle important
cases of motion blur at no extra cost. The algorithm is simple
to implement and can be added easily to existing renderers as an
alternative to ordinary shadow maps.
Additional information
- PDF of full paper (790K)
- Postscript of full paper (5538K)
- Postscript of paper, with no
images (637K)
- Figure 1: Hair rendered with and without self-shadowing
- (a)
With self-shadowing (JPEG, 147K)
- (b)
Without self-shadowing (JPEG, 155K)
- Figure 6: Demonstration of noise from various shadow methods
- (a)
Ball with 50,000 hairs (JPEG, 84K)
- (b)
512x512 Normal shadow map (JPEG, 34K)
- (c)
4096x4096 Normal shadow map (JPEG, 28K)
- (d)
512x512 Deep shadow map (JPEG, 28K)
- Figure 10: Cloud rendered with and without self-shadowing
- (a)
With self-shadowing (JPEG, 27K)
- (b)
Without self-shadowing (JPEG, 25K)
- Figure 11: A cloud with pipes (JPEG, 150K)
- Notice the shadows cast from surfaces onto volumetric
objects and vice versa. A single deep shadow map contains the
shadow information for the cloud as well as the pipes.
- Figure 12: Rapidly moving sphere with and without motion blur
- (a)
With self-shadowing (JPEG, 14K)
- (b)
Without self-shadowing (JPEG, 14K)
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All JPEG images were compressed using a quality setting of 90.
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Last modified: June 20, 2000
Eric Veach