Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Casting curved shadows on curved surfaces
SIGGRAPH '78 Proceedings of the 5th annual conference on Computer graphics and interactive techniques
Interactive shadow generation in complex environments
ACM SIGGRAPH 2003 Papers
Journal of Graphics Tools - Special on hardware-accelerated rendering techniques
Fast scene voxelization and applications
I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
Logarithmic perspective shadow maps
ACM Transactions on Graphics (TOG)
Granular visibility queries on the GPU
Proceedings of the 2009 symposium on Interactive 3D graphics and games
A survey of visibility for walkthrough applications
IEEE Transactions on Visualization and Computer Graphics
Light space perspective shadow maps
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
Near optimal hierarchical culling: performance driven use of hardware occlusion queries
EGSR'06 Proceedings of the 17th Eurographics conference on Rendering Techniques
Warping and partitioning for low error shadow maps
EGSR'06 Proceedings of the 17th Eurographics conference on Rendering Techniques
Occlusion culling in Alan Wake
ACM SIGGRAPH 2011 Talks
ACM SIGGRAPH 2012 Courses
Efficient visibility masking for crowd rendering with shadows
SIGGRAPH Asia 2012 Posters
ACM SIGGRAPH 2013 Courses
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We propose a novel method for efficient construction of shadow maps by culling shadow casters which do not contribute to visible shadows. The method uses a mask of potential shadow receivers to cull shadow casters using a hierarchical occlusion culling algorithm. We propose several variants of the receiver mask implementations with different culling efficiency and computational costs. For scenes with statically focused shadow maps we designed an efficient strategy to incrementally update the shadow map, which comes close to the rendering performance for unshadowed scenes. We show that our method achieves 3x-10x speedup for rendering large city like scenes and 1.5x-2x speedup for rendering an actual game scene.