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 Shadow Caster Culling for Efficient Shadow Mapping

Jiří Bittner, Oliver Mattausch, Ari Silvennoinen, Michael Wimmer
Shadow Caster Culling for Efficient Shadow Mapping
In Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games 2011, pages 81-88. February 2011.
Information
  • Publication Type: Conference Paper
  • Date (from): 18.02.2011
  • Date (to): 20.02.2011
  • ISBN: 978-1-4503-0565-5
  • Lecturer: Jiří Bittner
  • Location: San Francisco
  • Organization: ACM SIGGRAPH
  • Publisher: ACM
  • Keywords: shadow mapping, occlusion culling

Abstract
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.

Additional Files and Images
Additional images and videos:
image-lightview image-lightview: shadowcasters
image-masking image-masking: lispsm
image-newyork image-newyork: manhattan
video-casterculling video-casterculling: all-scenes-walkthrough
Additional files:
given-talk given-talk: i3d slides
l4dead l4dead: video
paper paper: final

BibTeX
Download BibTeX-Entry
@inproceedings\{bittner-2011-scc,
  title =      "Shadow Caster Culling for Efficient Shadow Mapping",
  author =     "Ji{\v r}{\' i} Bittner and Oliver Mattausch and Ari
               Silvennoinen and Michael Wimmer",
  year =       "2011",
  abstract =   "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.",
  pages =      "81--88",
  month =      feb,
  organization = "ACM SIGGRAPH",
  booktitle =  "Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D
               Graphics and Games 2011",
  isbn =       "978-1-4503-0565-5",
  publisher =  "ACM",
  location =   "San Francisco",
  keywords =   "shadow mapping, occlusion culling",
  URL =        "http://www.cg.tuwien.ac.at/research/publications/2011/bittner-2011-scc/",
}

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