Fast, Memory-Efficient Construction of Voxelized Shadows
Paper in proceeding, 2015

We present a fast and memory efficient algorithm for generating Compact Precomputed Voxelized Shadows. By performing much of the common sub-tree merging before identical nodes are ever created, we improve construction times by several orders of magnitude for large data structures, and require much less working memory. We also propose a new set of rules for resolving undefined regions, which significantly reduces the final memory footprint of the already heavily compressed data structure. Additionally, we examine the feasibility of using CPVS for many local lights and present two improvements to the original algorithm that allow us to handle hundreds of lights with high-quality, filtered shadows at real-time frame rates.

shadows

directed acyclic graph

voxel

real-time

Author

Viktor Kämpe

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

Erik Sintorn

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

Ulf Assarsson

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

Proceedings of the 19th Symposium on Interactive 3D Graphics and Games (I3D 2015)

25-30
978-1-4503-3392-4 (ISBN)

Subject Categories

Computer Engineering

DOI

10.1145/2699276.2699284

ISBN

978-1-4503-3392-4

More information

Created

10/8/2017