6770

Deep Shadow Maps from Volumetric Data on the GPU

Adam J. Shook
University of Maryland, Baltimore County
University of Maryland, 2011
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A method of generating Deep Shadow Maps from a 3D data set is presented. This method uses ray tracing on the GPU to accumulate opacity and store them in a deep shadow map. The deep shadow map is then sampled based on view direction to determine how much light got to a particular fragment. The shadow maps can also be used to cast shadows onto other objects.
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