Efficient Virtual Shadow Maps for Many Lights

Ola Olsson, Erik Sintorn, Viktor Kämpe, Markus Billeter, Ulf Assarsson: Efficient Virtual Shadow Maps for Many Lights. In: Proceedings of the 18th Meeting of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games, pp. 87-96, ACM, New York, NY, USA, 2014, ISBN: 978-1-4503-2717-6.

Abstract

Recently, several algorithms have been introduced that enable real-time performance for many lights in applications such as games. In this paper, we explore the use of hardware-supported virtual cube-map shadows to efficiently implement high-quality shadows from hundreds of light sources in real time and within a bounded memory footprint. In addition, we explore the utility of ray tracing for shadows from many lights and present a hybrid algorithm combining ray tracing with cube maps to exploit their respective strengths. Our solution supports real-time performance with hundreds of lights in fully dynamic high-detail scenes.

BibTeX (Download)

@inproceedings{olsson:Shadows:2014,
title = {Efficient Virtual Shadow Maps for Many Lights},
author = {Ola Olsson and Erik Sintorn and Viktor Kämpe and Markus Billeter and Ulf Assarsson},
url = {/wp-content/uploads/clustered_with_shadows.pdf
/wordpress/wp-content/uploads/clustered_with_shadows_slides.pdf
https://www.youtube.com/watch?v=jjAE0h5VNT0
},
doi = {10.1145/2556700.2556701},
isbn = {978-1-4503-2717-6},
year  = {2014},
date = {2014-03-14},
booktitle = {Proceedings of the 18th Meeting of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games},
pages = {87-96},
publisher = {ACM},
address = {New York, NY, USA},
series = {I3D '14},
abstract = {Recently, several algorithms have been introduced that enable real-time performance for many lights in applications such as games. In this paper, we explore the use of hardware-supported virtual cube-map shadows to efficiently implement high-quality shadows from hundreds of light sources in real time and within a bounded memory footprint. In addition, we explore the utility of ray tracing for shadows from many lights and present a hybrid algorithm combining ray tracing with cube maps to exploit their respective strengths. Our solution supports real-time performance with hundreds of lights in fully dynamic high-detail scenes.},
keywords = {cube map, real-time, shadows, virtual},
pubstate = {published},
tppubtype = {inproceedings}
}