Efficient real-time shadows
Paper i proceeding, 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.

Practical issues

Production industries

Performance trade-off

Practical solutions

Real-time shadows

Författare

E. Eisemann

Laboratoire Traitement et Communication de l'Information

Ulf Assarsson

Chalmers, Data- och informationsteknik, Datorteknik

M. Schwarz

Sony Corporation

M. Valient

Sony Corporation

M. Wimmer

Technische Universität Wien

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


978-145031678-1 (ISBN)

Ämneskategorier (SSIF 2011)

Datorteknik

DOI

10.1145/2343483.2343500

ISBN

978-145031678-1

Mer information

Senast uppdaterat

2025-02-05