Compact Precomputed Voxelized Shadows
Paper in proceeding, 2014

Producing high-quality shadows in large environments is an important and challenging problem for real-time applications such as games. We propose a novel data structure for precomputed shadows, which enables high-quality filtered shadows to be reconstructed for any point in the scene. We convert a high-resolution shadow map to a sparse voxel octree, where each node encodes light visibility for the corresponding voxel, and compress this tree by merging common subtrees. The resulting data structure can be many orders of magnitude smaller than the corresponding shadow map. We also show that it can be efficiently evaluated in real time with large filter kernels.

real-time

maps

shadows

precomputed

Author

Erik Sintorn

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

Viktor Kämpe

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

Ola Olsson

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

Ulf Assarsson

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

ACM Transactions on Graphics

0730-0301 (ISSN)

Vol. 33 4 150

41st International Conference and Exhibition on Computer Graphics and Interactive Techniques, ACM SIGGRAPH 2014,
Vancouver, Canada,

Subject Categories

Computer Engineering

DOI

10.1145/2601097.2601221

More information

Latest update

7/14/2021