Implementing efficient virtual shadow maps for many lights
Paper i 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.

Författare

Ola Olsson

Chalmers, Data- och informationsteknik, Datorteknik

Chalmers, Rymd- och geovetenskap, Plasmafysik och fusionsenergi

Erik Sintorn

Chalmers, Data- och informationsteknik, Datorteknik

Viktor Kämpe

Chalmers, Data- och informationsteknik, Datorteknik

Markus Billeter

Chalmers, Data- och informationsteknik, Datorteknik

Ulf Assarsson

Chalmers, Data- och informationsteknik, Datorteknik

ACM SIGGRAPH 2014 Talks, SIGGRAPH 2014

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

Ämneskategorier

Data- och informationsvetenskap

DOI

10.1145/2614106.2614202

ISBN

978-145032960-6

Mer information

Skapat

2017-10-08