Clustered Deep Shadow Maps for Integrated Polyhedral and Volume Rendering

  • Alexander Bornik
  • Wolfgang Knecht
  • Markus Hadwiger
  • Dieter Schmalstieg
Conference paper
Part of the Lecture Notes in Computer Science book series (LNCS, volume 7431)


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.


Scene Object Soft Shadow Direct Volume Rendering Polyhedral Object Geometric Shadow 
These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.


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Copyright information

© Springer-Verlag Berlin Heidelberg 2012

Authors and Affiliations

  • Alexander Bornik
    • 1
  • Wolfgang Knecht
    • 2
  • Markus Hadwiger
    • 3
  • Dieter Schmalstieg
    • 4
  1. 1.Ludwig Boltzmann InstituteClinical-Forensic Imaging (CFI)GrazAustria
  2. 2.Vienna University of TechnologyViennaAustria
  3. 3.King Abdullah University of Science and TechnologyThuwalSaudi Arabia
  4. 4.Graz University of TechnologyGrazAustria

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