Practical implementation of dual paraboloid shadow maps

  • Authors:
  • Brian Osman;Mike Bukowski;Chris McEvoy

  • Affiliations:
  • Vicarious Visions, Activision;Vicarious Visions, Activision;Vicarious Visions, Activision

  • Venue:
  • Proceedings of the 2006 ACM SIGGRAPH symposium on Videogames
  • Year:
  • 2006

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Abstract

In this paper, we present refinements to dual paraboloid shadow mapping algorithm from Brabec, et. al. This work makes the algorithm practical for broader use in video games. We give solutions for the tessellation constraints on shadow casters and receivers present in the original work. We also discuss heuristics for splitting plane placement and pitfalls in filtering.