Link collection of particle and volumetric shadows
In games
- Volumetric Shadows in "Killzone: Shadow Fall Demo Postmortem" 2013
- "Playing with Real-Time Shadows" Nikolas Kasyan. Crytek. SIGGRAPH 2013
- "Volumetric Fog Shadows in Crysis3" GDC 2013
- "The Technology Behind the “Unreal Engine 4 Elemental Demo" SIGGRAPH 2012 | Martin Mittring
- Shadow & Transparency in "Secrets of CryENGINE 3 Graphics Technology" SIGGRAPH 2011
Papers
- "Particle Shadows & Cache-Efficient Post-Processing" Louis Bavoil & Jon Jansen. GDC 2013
- "Fast rendering of opacity-mapped particles using DirectX 11 tessellation and mixed resolutions" Jon Jasen. GDC 2011
- "Adaptive Volumetric Shadow Maps" Intel. 2013
- "Hair Self Shadowing and Transparency Depth Ordering Using Occupancy maps" 2009
- "Deep Shadow Maps" Tom Lokovic, Eric Veach. Pixar
Others
- "Approximate Bias Compensation for Rendering Scenes with Heterogeneous Participating Media"