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GPU-Accelerated Deep Shadow Maps for Direct Volume Rendering
[article]
2006
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware - HWWS '04
Deep shadow maps unify the computation of volumetric and geometric shadows. For each pixel in the shadow map, a fractional visibility function is sampled, pre-filtered, and compressed as a piecewise linear function. However, the original implementation targets software-based off-line rendering. Similar previous algorithms on GPUs focus on geometric shadows and lose many important benefits of the original concept. We focus on shadows for interactive direct volume rendering, where shadow
doi:10.2312/eggh/eggh06/049-052
fatcat:c4hncjeodfg7xnluj5kwc6qxr4