“HFTS: Hybrid Frustum-Traced Shadows in “The Division”” by Story and Wyman

  • ©Jon Story and Chris Wyman

  • ©Jon Story and Chris Wyman

  • ©Jon Story and Chris Wyman

  • ©Jon Story and Chris Wyman

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Entry Number: 13

Title:

    HFTS: Hybrid Frustum-Traced Shadows in “The Division”

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Abstract:


    We present a hybrid irregular z-buffer shadow algorithm building on work by Story [2015] and Wyman et al. [2015] that allows soft shadows and is fast enough for use in shipping games, like The Division. Key novelties include an improved light-space partitioning scheme that speeds best- and average-case running times compared to using multiple cascades. We also extract a per-pixel distance to the nearest occluder to enable transitioning between irregular z-buffers and filtered shadow maps.

References:


    Fernando, R. 2005. Percentage-closer soft shadows. In ACM SIGGRAPH 2005 Sketches. Google ScholarDigital Library
    Johnson, G. S., Lee, J., Burns, C. A., and Mark, W. R. 2005. The irregular z-buffer: Hardware acceleration for irregular data structures. ACM Trans. Graph. 24, 4 (Oct.), 1462–1482. Google ScholarDigital Library
    Reeves, W., Salesin, D., and Cook, R. 1987. Rendering antialiased shadows with depth maps. In Proceedings of SIGGRAPH, 283–291. Google ScholarDigital Library
    Sintorn, E., Eisemann, E., and Assarsson, U. 2008. Sample based visibility for soft shadows using alias-free shadow maps. Computer Graphics Forum 27, 4, 1285–1292. Google ScholarDigital Library
    Story, J. 2015. Hybrid ray traced shadows. In Game Developer Conference.Google Scholar
    Wyman, C., Hoetzlein, R., and Lefohn, A. 2015. Frustum-traced raster shadows: Revisiting irregular z-buffers. In Proceedings of the Symposium on Interactive 3D Graphics and Games, 15–23.

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