Shadow Generation Algorithms
Our Shadow Work
Simulating Soft Shadows with Graphics Hardware,
Paul Heckbert and Michael Herf,
CMU-CS-97-104, CS Dept, Carnegie Mellon U., Jan. 1997,
b&w pages,
color plate page.
Fast Soft Shadows,
Michael Herf and Paul Heckbert,
Technical Sketch, New Orleans, Aug. 1996,
SIGGRAPH '96 Visual Proceedings, p. 145.
Paper
(one page).
Michael Herf's shadow page
shadow algorithm bibliography
with emphasis on soft shadows, real time shadows.
Other People's Shadow-Related Work
The following is not a complete list, by a long shot.
-
Tomas Moller,
Chalmers U of Tech, Sweden,
see part 4 of his Licenciate thesis, which describes a
shadow algorithm that builds on our work.
-
Tom McReynolds and David Blythe, Silicon Graphics,
Programming with OpenGL: Advanced Rendering,
SIGGRAPH '96 course notes,
source code for shadows and other tricks in OpenGL.
-
Programming with OpenGL: Advanced Techniques,
with some
programs
(including shadow algorithm by Herf and me)
-
Advanced Graphics Programming Techniques Using OpenGL,
(SIGGRAPH 98).
-
OpenGL-based real-time shadows
-
Michael Goslin,
Illumination as Texture Maps for Faster Rendering,
Dept. of CS, U. of North Carolina, Chapel Hill
TR 95-042, 1995.
-
Paul J. Diefenbach,
Pipeline Rendering: Interaction and Realism through Hardware-Based
Multi-Pass Rendering,
U. of Pennsylvania,
PhD thesis,
1996.
-
James Stewart,
U. of Toronto,
info and pictures on shadows and discontinuity meshing.
-
George Drettakis' discontinuity meshing info
(radiosity, global illumination)
-
Wolfgang Stuerzlinger
(discontinuity meshing, global illumination)
-
Hansong Zhang,
Forward Shadow Mapping,
Eurographics Workshop on Rendering 1998
Paul Heckbert,
Michael Herf,
last modified 9/99