
1
IV
Real-Time Deep Shadow Maps
Ren´eF¨urst, Oliver Mattausch, and Daniel Scherzer
In offline rendering the algorithm of choice for correctly shadowing transparent
objects such as hair or smoke are deep shadow maps (DSMs). Algorithms try-
ing to achieve the same effect in real time have hitherto always been limited
to approximating the solution by depth-peeling techniques. Since the introduc-
tion 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 ...