@incollection{FUERST-2013,
title = "Real-Time Deep Shadow Maps",
author = "Rene F{\"u}rst and Oliver Mattausch and Daniel Scherzer",
year = "2013",
abstract = "In offline rendering the algorithm of choice for correctly shadowing transparent
objects such as hair or smoke are \emph{deep shadow maps}. 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 deep shadow map algorithm for rendering complex hair models that runs in
real-time on Direct3D~11 capable hardware, introducing a novel lookup scheme which
exploits spatial coherence for efficient filtering of the deep shadow map.",
month = feb,
booktitle = "GPU Pro 4: Advanced Rendering Techniques",
editor = "Wolfgang Engel",
publisher = "CRC Press",
keywords = "deep shadow maps, hair rendering"
}