Shadow Map Silhouette Recevorization (SMSR) is a filtering technique which re-approximates shadow silhouette based on MLAA implementation for GPU. SMSR consists of two main passes. First pass searches for discontinuity information. Second pass determines the discontinuity length, orientated normalized discontinuity space, fills new edge area and eventually merges lighting or image buffer with new edge information.

Updates:

SMSR v1.10. In second pass, calculating word-space to light-view space only once per fragment. SMSR filtering time on GTX 580 1920×1200, from 1.50ms to 1.25ms and 1.21ms on a non-presentation version.

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BibTeX

@inproceedings{Bondarev:2014:SMS:2556700.2566651,

author = {Bondarev, Vladimir},

title = {Shadow Map Silhouette Revectorization},

booktitle = {Proceedings of the 18th Meeting of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games},

series = {I3D ’14},

year = {2014},

isbn = {978-1-4503-2717-6},

location = {San Francisco, California},

pages = {162–162},

numpages = {1},

url = {http://doi.acm.org/10.1145/2556700.2566651},

doi = {10.1145/2556700.2566651},

acmid = {2566651},

publisher = {ACM},

address = {New York, NY, USA},

keywords = {projection aliasing, real-time, shadow mapping},

}