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This lecture covers the research on shadow art, including the creation of 3D sculptures that cast multiple shadows and the computation of shadows in computer graphics. It explains how shadows are computed based on visibility and lighting, the use of light maps for precomputed lighting, and the implementation of shadows in OpenGL. The lecture also delves into shadow maps, their rendering process, and the techniques to avoid perspective aliasing. Additionally, it discusses soft shadows, fixed resolution shadow maps, and the challenges of aliasing issues. The presentation concludes with references to relevant literature on computer graphics and shadow mapping techniques.
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