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"