We further describe and analyze a real-time system for rendering antialiased hard shadows using irregular z-buffers (IZBs) that we first presented in Wyman et al.. We focus on identifying bottlenecks, exploring these from an algorithmic complexity …
We present a real-time system that renders antialiased hard shadows using irregular z-buffers. For subpixel accuracy, we use 32 samples per pixel at roughly twice the cost of a single sample. Our system remains interactive on a variety of game assets …
Voxelized shadow volumes provide a discretized view-dependent representation of shadow volumes, but are limited to point or directional lights. We extend them to allow dynamic volumetric visibility from area light sources using imperfect shadow …