Game Development Reference
Figure 1.1. Hair models rendered with our real-time DSM algorithm.
depth (shown in Figure 1.2). In reality this amounts to a list of depth values
with associated transmittance stored for each texel. When rendering the scene
from the camera, the current depth value is searched and used as a lookup into
this transmittance function, and the corresponding remaining light is then used
τ( d )
Figure 1.2. Visibility captured for one texel of a shadow map: For traditional shadow
mapping (left) only the visible front is captured, while DSMs (right) also account for
objects behind it. Here the transmittance function τ ( d ) stores the visibility along a ray
from the light source.