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|Shadow Mapping of Large Environments|
A very accessible master thesis by Daniel Scherzer on the subject of shadow maps. It provides a good coverage of the work so far, and proposes a new method to deal with large environments, namely dealing with the sampling problems that plague shadow mapping.
Triple Product Wavelet Integrals for
Ren Ng, Ravi Ramamoorthi and Pat Hanrahan
A follow-up of the SIGGRAPH 03 paper "All-Frequency Shadows...", this paper (to appear in SIGGRAPH 04) focuses on efficient rendering based on pre-computed light transport, with realistic materials and shadows under all-frequency direct lighting such as environment maps.
Spherical Harmonic Lighting: The Gritty Details
Spherical Harmonic (SH) Lighting not only produces amazing Global Illumination style images in real time - soft shadows, area light sources, HDR environment maps, diffuse-diffuse self transfer and glossy surfaces can all be modelled using the same technique, it's basic form can be implemented as a drop-in replacement for diffuse lighting for any 3D platform. This lecture covers the math behind SH lighting, expose it's limitations and how to overcome them and provide you with the set of tools necessary for generating your own SH lighting coefficients.
All-Frequency Shadows Using Non-linear Wavelet Lighting Approximation
A paper presenting a method for real time rendering of objects which can produce soft and hard shadows, and it still claims to be faster than spherical harmonic lighting