Proceedings of the 18th Meeting of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games 2014
DOI: 10.1145/2556700.2556701
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Efficient virtual shadow maps for many lights

Abstract: Recently, several algorithms have been introduced that enable realtime performance for many lights in applications such as games. In this paper, we explore the use of hardware-supported virtual cubemap shadows to efficiently implement high-quality shadows from hundreds of light sources in real time and within a bounded memory footprint. In addition, we explore the utility of ray tracing for shadows from many lights and present a hybrid algorithm combining ray tracing with cube maps to exploit their respective … Show more

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Cited by 11 publications
(3 citation statements)
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“…Another aspect of rendering scenes with many lights is accounting for multiple shadow sources. Shadow rendering poses a serious challenge, especially in the presence of many light sources, as both the rendering times [16] and shadow quality [17] have to be considered.…”
Section: Discussionmentioning
confidence: 99%
“…Another aspect of rendering scenes with many lights is accounting for multiple shadow sources. Shadow rendering poses a serious challenge, especially in the presence of many light sources, as both the rendering times [16] and shadow quality [17] have to be considered.…”
Section: Discussionmentioning
confidence: 99%
“…Light culling and selection is also used by screen‐space clustering methods, linked to tiled shading [OA11, OBA12, HMY12]. Views are then produced for each tile instead of each light in the form of a cube map that can be organized into a tiled virtual shadow map, which facilitates resolution optimizations [OSK*14, OBS*15]. Nevertheless, the method is mostly limited to light gathering, as no actual renderings are produced for the VPLs.…”
Section: Related Workmentioning
confidence: 99%
“…These techniques do not explicitly take shadowing into account, however. In a recent paper by Olsson et al [2014], real-time shadows for hundreds of lights are shown to be feasible by carefully rendering only those parts of the shadow maps that are required and only at a resolution that gives an approximate one-to-one mapping between view samples and shadow-map samples. This latter restriction means that the shadow-casting geometry might be gravely undersampled, but the method shows promising results and is currently the best candidate in a setting where all geometry is dynamic.…”
Section: Previous Workmentioning
confidence: 99%