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Fractional-disk soft shadows PDF Print

Publication info:
Valient, M., W., H., de Boer., "Fractional-Disk Soft Shadows", In: Engel, W. F., et al., "ShaderX3: Advanced Rendering With DirectX And OpenGL", Charles River Media, November 2004, ISBN 1-58450-357-2.

Abstract:
This chapter will describe a simple, practical, and fairly effective way to approximate soft shadows. The actual implementation is a slight modification of percentage closer filtering (PCF). PCF was originally designed to address the aliasing problem inherent in shadow mapping. It also has the welcome side effect of generating soft shadow edges, which resemble simple constant-width penumbrae. In this chapter we will show how a slightly modified PCF algorithm can produce more realistic penumbrae. We will use stochastic sampling varied per pixel to obtain reasonable results while using fewer shadow map samples.

Sample code:
icon Fractional Disk Soft Shadows (2.68 MB)

Book page:
ShaderX3 home page
Charles River Media book page

Sample images of old and new method:

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