Information
- Publication Type: Conference Paper
- Workgroup(s)/Project(s):
- Date: February 2011
- ISBN: 978-1-4503-0565-5
- Publisher: ACM
- Organization: ACM SIGGRAPH
- Location: San Francisco
- Lecturer: Jirí Bittner
- Booktitle: Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games 2011
- Conference date: 18. February 2011 – 20. February 2011
- Pages: 81 – 88
- Keywords: occlusion culling, shadow mapping
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
Additional files
Weblinks
No further information available.BibTeX
@inproceedings{bittner-2011-scc,
title = "Shadow Caster Culling for Efficient Shadow Mapping",
author = "Jir\'{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.",
month = feb,
isbn = "978-1-4503-0565-5",
publisher = "ACM",
organization = "ACM SIGGRAPH",
location = "San Francisco",
booktitle = "Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D
Graphics and Games 2011",
pages = "81--88",
keywords = "occlusion culling, shadow mapping",
URL = "https://www.cg.tuwien.ac.at/research/publications/2011/bittner-2011-scc/",
}