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Fig 1.

Volumetric shadow shows the umbra space, and soft volumetric shadow explains the appearance of the penumbra space.

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Fig 2.

The parameters of light scattering model to compute radiation transfer equation.

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Fig 3.

(Left)The near and far plane of a frustum within cube map; (Right)The six faces of cube map according to positive and negative axes.

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Fig 4.

The parameters of bilateral filter on a height field.

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Fig 5.

Bilateral filtering process in two 1D.

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Fig 6.

Visual framework of SoftBiF-VS, (a) Original input image without lighting, (b) with lighting, (c) HDR linear, (d) HDR volume, (e) compositing between (c) and (d), (f) rendering of cube map shadow, and (g) rendering of bilateral filtering.

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Fig 7.

Process of Soft Bilateral Filtering Volumetric Shadows (SoftBiF-VS).

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Fig 8.

Procedure of vertex shader and fragment shader for input of main program (SoftBiF-VS).

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Fig 9.

The two different scenes of the Elephant model, (left) rendering the scene using 200 step for each sample without bilateral filtering by ray marching, (right) rendering the scene using 60 steps for each sample with bilateral filtering.

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Fig 10.

Buddha model using bilateral filtering, (a) the scene with 4 taps, (b) the scene with 8 taps, (c) the scene with 16 taps, and (d) the scene with 32 taps.

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Fig 11.

Rendering two different models using interpolation: (a) and (c) the imperfect results of Wyman and Dai’s VSV method [20], (b) and (d) the results of SoftBiF-VS method.

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Fig 12.

Bunny and Fence models on shadows: Right side: the effect of Fence model; Left side: the effect of Bunny and Fence together, bottom the effect of bunny on shading the scene.

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Fig 13.

Shows effect soft volumetric shadows of our method using models in different sizes.

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Table 1.

Run-time performance comparison betweenSoftBiF-VS,Biri’s method [13], and Wyman’s Imperfect VSV method [20] with different models.

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Fig 14.

Frame rate of SoftBiF-VS technique compare with the Biri’s method [13], and Wyman’s Imperfect VSV method [20].

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