Abstract

We introduce an algorithm for real-time sub-pixel accurate hard shadows rendering. The method focuses on addressing the shadow aliasing due to the limited resolution of shadow maps. We store a partial, approximate geometric representation of the scene’s surfaces which are visible to the light source. Inspired by the fact that aliasing occurs in the shadow silhouette regions, we present an edge detection algorithm using second-order Newton’s Divide Difference to divide shadow maps into two regions: depth-discontinuous region and depth-continuous region. A tangent estimation method based on the geometry shadow map is presented to recover the artifact aliasing of those silhouette regions. Experiments show that our algorithm eliminates the resolution issues and generates hard shadows with high quality.

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