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Statements

Subject Item
n2:RIV%2F68407700%3A21230%2F11%3A00183915%21RIV12-MSM-21230___
rdf:type
n7:Vysledek skos:Concept
dcterms:description
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.
dcterms:title
Shadow caster culling for efficient shadow mapping Shadow caster culling for efficient shadow mapping
skos:prefLabel
Shadow caster culling for efficient shadow mapping Shadow caster culling for efficient shadow mapping
skos:notation
RIV/68407700:21230/11:00183915!RIV12-MSM-21230___
n7:predkladatel
n22:orjk%3A21230
n3:aktivita
n9:P
n3:aktivity
P(GAP202/11/1883), P(LC06008), P(MEB060906)
n3:dodaniDat
n10:2012
n3:domaciTvurceVysledku
n21:1257072
n3:druhVysledku
n4:D
n3:duvernostUdaju
n16:S
n3:entitaPredkladatele
n8:predkladatel
n3:idSjednocenehoVysledku
229076
n3:idVysledku
RIV/68407700:21230/11:00183915
n3:jazykVysledku
n23:eng
n3:klicovaSlova
Shadow caster; culling algorithm
n3:klicoveSlovo
n18:Shadow%20caster n18:culling%20algorithm
n3:kontrolniKodProRIV
[91958B558476]
n3:mistoKonaniAkce
San Francisco
n3:mistoVydani
New York
n3:nazevZdroje
Proceedings of Symposium on Interactive 3D Graphics and Games
n3:obor
n14:IN
n3:pocetDomacichTvurcuVysledku
1
n3:pocetTvurcuVysledku
4
n3:projekt
n6:GAP202%2F11%2F1883 n6:LC06008 n6:MEB060906
n3:rokUplatneniVysledku
n10:2011
n3:tvurceVysledku
Silvennoinen, A. Mattausch, O. Bittner, Jiří Wimmer, M.
n3:typAkce
n19:WRD
n3:zahajeniAkce
2011-02-18+01:00
s:numberOfPages
8
n17:doi
10.1145/1944745.1944759
n5:hasPublisher
ACM Press
n11:isbn
978-1-4503-0565-5
n20:organizacniJednotka
21230