ABSTRACT

In offline rendering the algorithm of choice for correctly shadowing transparent ob jects such as hair or smoke are deep shadow maps (DSMs). Algorithms trying to achieve the same effect in real time have hitherto always been limited to approximating the solution by depth-peeling techniques. Since the introduction of Direct3D 11, however, it has become feasible to implement the original algorithm using a single rendering pass from the light without introducing any approximations. In this chapter we discuss how to implement a DSM algorithm for rendering complex hair models that runs in real time on Direct3D 11 capable hardware, introducing a novel lookup scheme that exploits spatial coherence for efficient filtering of the deep shadow map.