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Fast, Memory-Efficient Construction of Voxelized Shadows

Viktor Kämpe (Institutionen för data- och informationsteknik, Datorteknik (Chalmers)) ; Erik Sintorn (Institutionen för data- och informationsteknik, Datorteknik (Chalmers)) ; Ulf Assarsson (Institutionen för data- och informationsteknik, Datorteknik (Chalmers))
Proceedings of the 19th Symposium on Interactive 3D Graphics and Games (I3D 2015) p. 25-30. (2015)
[Konferensbidrag, refereegranskat]

We present a fast and memory efficient algorithm for generating Compact Precomputed Voxelized Shadows. By performing much of the common sub-tree merging before identical nodes are ever created, we improve construction times by several orders of magnitude for large data structures, and require much less working memory. We also propose a new set of rules for resolving undefined regions, which significantly reduces the final memory footprint of the already heavily compressed data structure. Additionally, we examine the feasibility of using CPVS for many local lights and present two improvements to the original algorithm that allow us to handle hundreds of lights with high-quality, filtered shadows at real-time frame rates.

Nyckelord: shadows, voxel, directed acyclic graph, real-time

Denna post skapades 2015-03-13. Senast ändrad 2016-10-07.
CPL Pubid: 213769


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Institutionen för data- och informationsteknik, Datorteknik (Chalmers)



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