Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Resolution-matched shadow maps
ACM Transactions on Graphics (TOG)
Imperfect shadow maps for efficient computation of indirect illumination
ACM SIGGRAPH Asia 2008 papers
Deferred shading techniques using frostbite in "Battlefield 3" and "Need for Speed the Run"
ACM SIGGRAPH 2011 Talks
Real-Time Shadows
ManyLoDs: parallel many-view level-of-detail selection for real-time global illumination
EGSR'11 Proceedings of the Twenty-second Eurographics conference on Rendering
Clustered deferred and forward shading
EGGH-HPG'12 Proceedings of the Fourth ACM SIGGRAPH / Eurographics conference on High-Performance Graphics
SIGGRAPH Asia 2012 Technical Briefs
High resolution sparse voxel DAGs
ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
Fast parallel construction of high-quality bounding volume hierarchies
Proceedings of the 5th High-Performance Graphics Conference
Rendering massive virtual worlds
ACM SIGGRAPH 2013 Courses
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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.