Tomas Bujnak

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The most popular methods for interactive hard shadows rendering are shadow volumes and shadow maps. Shadow volumes generate precise shadows but require high fill rate. Due to excessive fill rate requirements, shadow maps are probably the most widely used means for generation of shadows, despite their well known aliasing problems. In this paper, Extended(More)
In this paper, we present an algorithm that renders anti-aliased, soft edged shadows using a modified shadow-mapping approach. Our algorithm adds the silhouette information to the shadow map, thus allowing rendering precise and continuous shadow boundaries. Soft shadows for small spherical light sources are rendered using a variation of the <i>percentage(More)
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