“2D Additive and Dynamic Shadows” by Bruneau and Serera

  • ©Benjamin Bruneau and Matthias Segui Serera

  • ©Benjamin Bruneau and Matthias Segui Serera

  • ©Benjamin Bruneau and Matthias Segui Serera



Entry Number: 01


    2D Additive and Dynamic Shadows



    In most 2D video games, shadows are directly integrated (baked) onto character animation sprites. With the success of HD games, we had to find a solution to reduce the space reserved by the multitude of HD sprites in memory. The 2D animated bones (Rayman Legends, Adobe After Effect, League of Legends Launcher) uses a decomposed and deformed sprite to create animations. With this technology, we cannot integrate the shadows directly on the sprites. We have to create a new system that allows a real time shadow baking regarding the sprite volumes. We propose a technology for real-time dynamic shadows on deformable sprites.


    1. Fernando, R., Fernander, S., Bala, K., and Greenberg, D. P. 2001. Adaptative shadow maps. In Proceeding of ACM SIGGRAPH 2001, Computer Graphics Proceedings, Annual Conferences Series, 387–390. 
    2. Green, C. 2007. Efficient self-shadowed radiosity normal mapping. In Proceeding of ACM SIGGRAPH 2007, SIGGRAPH ’07 ACM SIGGRAPH 2007 Courses, 1–8.


ACM Digital Library Publication:

Overview Page: