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Implementing efficient virtual shadow maps for many lights

Ola Olsson (Institutionen för data- och informationsteknik, Datorteknik (Chalmers) ; Institutionen för rymd- och geovetenskap, Plasmafysik och fusionsenergi) ; Erik Sintorn (Institutionen för data- och informationsteknik, Datorteknik (Chalmers)) ; Viktor Kämpe (Institutionen för data- och informationsteknik, Datorteknik (Chalmers)) ; Markus Billeter (Institutionen för data- och informationsteknik, Datorteknik (Chalmers)) ; Ulf Assarsson (Institutionen för data- och informationsteknik, Datorteknik (Chalmers))
ACM SIGGRAPH 2014 Talks, SIGGRAPH 2014 p. Article number 50. (2014)
[Konferensbidrag, refereegranskat]

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.



Denna post skapades 2014-09-01. Senast ändrad 2015-05-08.
CPL Pubid: 202168

 

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