A Lixel for every Pixel

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A Lixel for every Pixel

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Title: A Lixel for every Pixel
Author: Chong, Hamilton; Gortler, Steven

Note: Order does not necessarily reflect citation order of authors.

Citation: Chong, Hamilton, and Steven J. Gortler. 2004. A lixel for every pixel. In Rendering techniques 2004: Eurographics symposium on rendering, June 21-23, 2004, Norrköping, Sweden, ed. Fellner, Dieter, Henrik Wann Jensen, Alexander Keller, and Mark Ollila, 1-6. Aire-la-Ville: Europgraphics Association.
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Abstract: Shadow mapping is a very useful tool for generating shadows in many real-time rendering settings and is even used in some off-line renderers. One of the difficulties when using a shadow map is obtaining a sufficiently dense sampling on shadowed surfaces to minimize shadow aliasing. Endlessly upping the light-image resolution is not always a viable option. In this paper we describe a shadow mapping technique that guarantees, that over a small number of chosen planes of interest (such as a floor and a wall), the shadow map is, in fact, perfectly sampled, ie. for each pixel in the viewer camera, there will be exactly one lixel in the shadow map that samples the exact same geometric point.
Published Version: http://www.eg.org/EG/DL/WS/EGWR/EGSR04/
Terms of Use: This article is made available under the terms and conditions applicable to Other Posted Material, as set forth at http://nrs.harvard.edu/urn-3:HUL.InstRepos:dash.current.terms-of-use#LAA
Citable link to this page: http://nrs.harvard.edu/urn-3:HUL.InstRepos:2641092
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