@InProceedings{MacedoJúni:2018:EfShAn,
author = "Macedo, M{\'a}rcio Cerqueira de Farias and J{\'u}nior,
Ant{\^o}nio Lopes Apolin{\'a}rio",
affiliation = "{Federal University of Bahia} and {Federal University of Bahia}",
title = "Efficient Shadow Anti-Aliasing Techniques using Silhouette
Revectorization",
booktitle = "Proceedings...",
year = "2018",
editor = "Ross, Arun and Gastal, Eduardo S. L. and Jorge, Joaquim A. and
Queiroz, Ricardo L. de and Minetto, Rodrigo and Sarkar, Sudeep and
Papa, Jo{\~a}o Paulo and Oliveira, Manuel M. and Arbel{\'a}ez,
Pablo and Mery, Domingo and Oliveira, Maria Cristina Ferreira de
and Spina, Thiago Vallin and Mendes, Caroline Mazetto and Costa,
Henrique S{\'e}rgio Gutierrez and Mejail, Marta Estela and Geus,
Klaus de and Scheer, Sergio",
organization = "Conference on Graphics, Patterns and Images, 31. (SIBGRAPI)",
publisher = "Sociedade Brasileira de Computa{\c{c}}{\~a}o",
address = "Porto Alegre",
keywords = "Shadows, Real time, Euclidean distance transform,
Revectorization.",
abstract = "Real-time rendering of high-quality shadows is a challenging
problem in computer graphics. Shadow mapping is widely adopted for
real-time shadow rendering, but introduces aliasing artifacts
along the shadow silhouette and is not able to simulate the
penumbra effect. Techniques that simulate penumbra are
computationally expensive, providing performance far from real
time. In this work, we present the revectorization-based shadow
mapping, a technique that takes advantage of the camera-view
resolution and the shadow silhouette shape to suppress shadow
aliasing artifacts at little additional cost. Inspired by the
superior visual quality obtained with the shadow silhouette
revectorization, we extend the revectorization-based visibility
function to propose a set of techniques that provide high- quality
anti-aliasing for both shadow rendering and penumbra simulation.
We further integrate the Euclidean distance transform into the
revectorization-based visibility function to provide real-time
performance for the penumbra simulation. The results, evaluated in
terms of visual quality and rendering time, show that the proposed
techniques produce less visual quality artifacts than related
work, while keeping the real-time performance, mainly for the
shadow rendering without the penumbra simulation.",
conference-location = "Foz do Igua{\c{c}}u, PR, Brazil",
conference-year = "29 Oct.-1 Nov. 2018",
language = "en",
ibi = "8JMKD3MGPAW/3S38Q6L",
url = "http://urlib.net/ibi/8JMKD3MGPAW/3S38Q6L",
targetfile = "SIBGRAPI_2018___WTD.pdf",
urlaccessdate = "2024, Apr. 29"
}