Implementing efficient virtual shadow maps for many lights
Paper in proceeding, 2014

In the past few years, several techniques have been presented that enable real-time shading using many hundreds or thousands of lights [Harada et al. 2013]. However, only recently has a comprehensive study including shadows been presented by Olsson et al. [2014], where real-time performance is achieved for several hundred light sources with high quality and controllable memory footprint. The new algorithm uses many modern features of OpenGL and contains many design choices only described very briefly in the paper. We present additional details and focus on the practical implementation aspects of the system, in order to facilitate the implementation of the algorithm for the game development community.

Author

Ola Olsson

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

Chalmers, Earth and Space Sciences, Plasma Physics and Fusion Energy

Erik Sintorn

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

Viktor Kämpe

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

Markus Billeter

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

Ulf Assarsson

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

ACM SIGGRAPH 2014 Talks, SIGGRAPH 2014

Article number 50-
978-145032960-6 (ISBN)

Subject Categories

Computer and Information Science

DOI

10.1145/2614106.2614202

ISBN

978-145032960-6

More information

Created

10/8/2017