“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

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Entry Number: 01

Title:

    2D Additive and Dynamic Shadows

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Abstract:


    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.

References:


    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.

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