Clustered deep shadow maps for integrated polyhedral and volume rendering

Alexander Bornik, Wolfgang Knecht, Markus Hadwiger, Dieter Schmalstieg

Research output: Chapter in Book/Report/Conference proceedingConference contribution


This paper presents a hardware-accelerated approach for shadow computation in scenes containing both complex volumetric objects and polyhedral models. Our system is the first hardware accelerated complete implementation of deep shadow maps, which unifies the computation of volumetric and geometric shadows. Up to now such unified computation was limited to software-only rendering . Previous hardware accelerated techniques can handle only geometric or only volumetric scenes - both resulting in the loss of important properties of the original concept. Our approach supports interactive rendering of polyhedrally bounded volumetric objects on the GPU based on ray casting. The ray casting can be conveniently used for both the shadow map computation and the rendering. We show how anti-aliased high-quality shadows are feasible in scenes composed of multiple overlapping translucent objects, and how sparse scenes can be handled efficiently using clustered deep shadow maps. © 2012 Springer-Verlag.
Original languageEnglish (US)
Title of host publicationLecture Notes in Computer Science
PublisherSpringer Nature
Number of pages12
ISBN (Print)9783642331787
StatePublished - 2012

Bibliographical note

KAUST Repository Item: Exported on 2020-10-01

ASJC Scopus subject areas

  • Theoretical Computer Science
  • General Computer Science


Dive into the research topics of 'Clustered deep shadow maps for integrated polyhedral and volume rendering'. Together they form a unique fingerprint.

Cite this