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Real-Time Shadows

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Table of Contents

Introduction Definition Importance of Shadows Difficulty of Computing Shadows Overview General Information for the Reader Basic Shadow Techniques Projection Shadows Shadow Mapping Shadow Volumes Stencil Shadow Volumes Transparency Summary Shadow Map Aliasing Shadow Mapping as Signal Reconstruction Initial Sampling Error - Undersampling Resampling Error Shadow Map Sampling Fitting Warping Global Partitioning Adaptive Partitioning View Sample Mapping Shadow Map Reconstruction Temporal Reprojection Cookbook Filtered Hard Shadows Filters and Shadow Maps Applications of Filtering Precomputing Larger Filter Kernels Summary Image-Based Soft Shadow Methods Introduction Basics A Reference Solution Augmenting Hard Shadows with Penumbrae Blurring Hard Shadow Test Results Filtering Planar Occluder Images Reconstructing and Backprojecting Occluders Using Multiple Depth Maps Summary Geometry-Based Soft Shadow Methods Plausible Shadows by Generating Outer Penumbra Inner and Outer Penumbra Soft Shadow Volumes View-Sample Mapping Tradeoffs Summary of Soft Shadow Algorithms Image-Based Transparency Deep Shadow Maps Approximating the Transmittance Function Summary Volumetric Shadows Real-Time Single Scattering in Homogeneous Participating Media Ray Marching a Shadow Map Shadow Volume-based Approaches Summary Advanced Shadow Topics Multi-Colored Light Sources Multisample Antialiasing Voxels and Shadows Ray-Casting Shadows Environmental Lighting Precomputed Radiance Transfer Conclusion Hard Shadows Filtered Hard Shadows Soft Shadows Advanced Methods Welcome to Tomorrow Appendix A: Down the Graphics Pipeline Appendix B: Brief Guide to Graphics APIs Appendix C: A Word on Shading Appendix D: Fast GPU Filtering Techniques Appendix E: More For Less - Deferred Shading and Upsampling Appendix F: Symbols Bibliography


Shadows are one of the most visually important effects in computer graphics. Far from being a solved problem, generating efficient and robust shadows is one of the most active research topics in real-time rendering. Fortunately, four of the world's foremost experts in real-time shadows have come together to write this excellent book, covering everything from the basics of simple shadow mapping to the state-of-the-art research in GPU-enabled soft and hard shadow techniques. If you work in games or real-time graphics, you owe it to yourself to get this book. --David Luebke, NVIDIA Research Real-Time Shadows is a wonderful book about a very important topic in computer graphics, and I hope it will cast a long and soft-edged shadow on the real-time graphics industry. This way, future games can look even better, and I am certain that this book will also serve as inspiration for more advanced research. --Tomas Akenine-Moller, Lund University and Intel Corporation There is a multitude of shadowing methods distributed across a wide variety of books and papers, each capitalizing on different combinations of various scene configurations, shape representations, lighting effects, aliasing situations, and computational resources. This book does a great job of collecting all of these together into a single volume of concise algorithm descriptions to make it easier to find the right shadowing method and then implement it. --John C. Hart, University of Illinois at Urbana-Champaign, and former editor-in-chief of ACM Transactions on Graphics At first glance, shadows seem to be a solved problem, but with limited time budget in real-time games they're not. There is a zoo of shadow rendering techniques in games, and finally here is a book that covers them all. The authors are among the most knowledgeable people I know on all kind of occlusion problems and guide us through the various quality and performance tradeoffs. --Martin Mittring, Epic Games

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