Project Page (implementation details and source codes)
Highlights:
In this paper, we further extend our PSSMs algorithm to the next
generation of
gaming platform (Vista + DirectX10). Three clean self-included
implementations (in both
DirectX and OpenGL) are provided:
1) PSSMs without hardware-acceleration,
2) PSSMs with DX9-Level
hardware-acceleration and
3) PSSMs with DX10-Level hardware-acceleration (definitely new for
developers! :).
Fan Zhang,
Hanqiu Sun,
Leilei Xu and Lee Kit
Lun,
To appear in the International Journal of Image and Graphics (IJIG),
2007, special issue of VRCIA'06.
Paper & source codes (coming soon...)
Theory to Practice: Generalized
Minimum-Norm Perspective Shadow Maps for Anti-aliased Shadow Rendering
in 3D Computer Games
Notes: In the VRCIA
print, the singularity "\theta=fov/2" in Equation (5), (7) and
(8)
should be replaced with "\theta=\gamma" to guarantee the
near-plane value is positive
(not only non-negative). Because all pixels will be mapped into
single shadow map texel
when the near-plane value is zero, such that the warping is
meaningless in practice. Where
\gamma > fov/2 and can be manually specified by users. This
slight modification has no
any impact on the basic idea, and it is only for the strictness
of our theory. The version
from the above link has been revised already.
High Quality Shadow Rendering with
Parallel-Split Shadow Maps
Notes: The major
differences between this version and our VRCIA paper are that,
1) the mip-map structured textures used in this version, and
2) a simplified theoretical analysis for smooth transition of
shadow qualities is
presented as well.
Dynamic Labeling Management in Virtual
and Augmented Environments
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