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%0 Conference Proceedings
%4 sid.inpe.br/sibgrapi/2018/10.16.13.06
%2 sid.inpe.br/sibgrapi/2018/10.16.13.06.20
%T Efficient Shadow Anti-Aliasing Techniques using Silhouette Revectorization
%D 2018
%A Macedo, Márcio Cerqueira de Farias,
%A Júnior, Antônio Lopes Apolinário,
%@affiliation Federal University of Bahia
%@affiliation Federal University of Bahia
%E Ross, Arun,
%E Gastal, Eduardo S. L.,
%E Jorge, Joaquim A.,
%E Queiroz, Ricardo L. de,
%E Minetto, Rodrigo,
%E Sarkar, Sudeep,
%E Papa, João Paulo,
%E Oliveira, Manuel M.,
%E Arbeláez, Pablo,
%E Mery, Domingo,
%E Oliveira, Maria Cristina Ferreira de,
%E Spina, Thiago Vallin,
%E Mendes, Caroline Mazetto,
%E Costa, Henrique Sérgio Gutierrez,
%E Mejail, Marta Estela,
%E Geus, Klaus de,
%E Scheer, Sergio,
%B Conference on Graphics, Patterns and Images, 31 (SIBGRAPI)
%C Foz do Iguaçu, PR, Brazil
%8 29 Oct.-1 Nov. 2018
%I Sociedade Brasileira de Computação
%J Porto Alegre
%S Proceedings
%K Shadows, Real time, Euclidean distance transform, Revectorization.
%X 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.
%@language en
%3 SIBGRAPI_2018___WTD.pdf


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