Efficient real-time shadows
Paper in proceedings, 2012

This course is a resource for applying efficient, real-time shadow algorithms. It builds on a solid foundation (previous courses at SIGGRAPH Asia 2009 and Eurographics 2010, including comprehensive course notes) and the 2011 book Real-Time Shadows (AK Peters) written by four of the presenters. The book is a compendium of many topics in the realm of shadow computation. The course provides an overview of various techniques but moves beyond the basics to practical solutions and game-relevant techniques summarized by a presenter from the production industry. Topics include: the theory behind shadow computation, when physical accuracy can be replaced with plausible shadows, implementation details, and practical issues such as budget considerations and performance trade-offs. Case studies illustrate the techniques behind major game titles and upcoming engines.

Production industries

Practical solutions

Real-time shadows

Practical issues

Performance trade-off


E. Eisemann

Laboratoire Traitement et Communication de l'Information

Ulf Assarsson

Chalmers, Computer Science and Engineering (Chalmers), Computer Engineering (Chalmers)

M. Schwarz

Sony Interactive Entertainment LLC

M. Valient

Sony Interactive Entertainment LLC

M. Wimmer

Vienna University of Technology

ACM Special Interest Group on Computer Graphics and Interactive Techniques Conference, SIGGRAPH'12, Los Angeles, 5-9 August 2012

Subject Categories

Computer Engineering





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