“Sparse Shadow Tree”

  • ©Kevin Myers

  • ©Kevin Myers

  • ©Kevin Myers

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Entry Number: 14

Title:

    Sparse Shadow Tree

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Abstract:


    Lighting large outdoor scenes continues to present a challenge for realtime rendering. While techniques such as Parallel Split Shadow Maps [Zhang 2006] work well for a subset of the view frustum they fail to account for all shadowing in an outdoor scene. Lightmaps are often used as a fallback but require a unique UV parameterization and do not provide occlusion for moving objects. With deferred rendering the additional gbuffer overhead for unique parameterizations presents a challenge as well, making it costly to maintain the lightmap machinery in a modern pipeline.

References:


    Sintorn, E., Kampe, V., Olsson, O., and Assarsson, U. 2014. Compact precomputed voxelized shadows. ACM Transactions on Graphics 33, 150 (July). Google ScholarDigital Library
    Weiskopf, D., and Ertl, T. 2003. Shadow mapping based on dual depth layers. Proceedings of Eurographics 3, 53–60.Google Scholar
    Zhang, F., Sun, H., Xu, L., and Lun, L. K. 2006. Parallel-split shadow maps for large-scale virtual environments. Proceedings of the 2006 ACM international conference on Virtual reality continuum and its applications (June), 311–318.

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