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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.
  • 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. (en)
Title
  • Shadow caster culling for efficient shadow mapping
  • Shadow caster culling for efficient shadow mapping (en)
skos:prefLabel
  • Shadow caster culling for efficient shadow mapping
  • Shadow caster culling for efficient shadow mapping (en)
skos:notation
  • RIV/68407700:21230/11:00183915!RIV12-MSM-21230___
http://linked.open...avai/riv/aktivita
http://linked.open...avai/riv/aktivity
  • P(GAP202/11/1883), P(LC06008), P(MEB060906)
http://linked.open...vai/riv/dodaniDat
http://linked.open...aciTvurceVysledku
http://linked.open.../riv/druhVysledku
http://linked.open...iv/duvernostUdaju
http://linked.open...titaPredkladatele
http://linked.open...dnocenehoVysledku
  • 229076
http://linked.open...ai/riv/idVysledku
  • RIV/68407700:21230/11:00183915
http://linked.open...riv/jazykVysledku
http://linked.open.../riv/klicovaSlova
  • Shadow caster; culling algorithm (en)
http://linked.open.../riv/klicoveSlovo
http://linked.open...ontrolniKodProRIV
  • [91958B558476]
http://linked.open...v/mistoKonaniAkce
  • San Francisco
http://linked.open...i/riv/mistoVydani
  • New York
http://linked.open...i/riv/nazevZdroje
  • Proceedings of Symposium on Interactive 3D Graphics and Games
http://linked.open...in/vavai/riv/obor
http://linked.open...ichTvurcuVysledku
http://linked.open...cetTvurcuVysledku
http://linked.open...vavai/riv/projekt
http://linked.open...UplatneniVysledku
http://linked.open...iv/tvurceVysledku
  • Bittner, Jiří
  • Mattausch, O.
  • Silvennoinen, A.
  • Wimmer, M.
http://linked.open...vavai/riv/typAkce
http://linked.open.../riv/zahajeniAkce
number of pages
http://bibframe.org/vocab/doi
  • 10.1145/1944745.1944759
http://purl.org/ne...btex#hasPublisher
  • ACM Press
https://schema.org/isbn
  • 978-1-4503-0565-5
http://localhost/t...ganizacniJednotka
  • 21230
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