Abstract | ||
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Recently, several algorithms have been introduced that enable real-time performance for many lights in applications such as games. In this paper, we explore the use of hardware-supported virtual cube-map shadows to efficiently implement high-quality shadows from hundreds of light sources in real time and within a bounded memory footprint. In addition, we explore the utility of ray tracing for shadows from many lights and present a hybrid algorithm combining ray tracing with cube maps to exploit their respective strengths. Our solution supports real-time performance with hundreds of lights in fully dynamic high-detail scenes. |
Year | DOI | Venue |
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2014 | 10.1145/2556700.2556701 | I3D |
Keywords | Field | DocType |
hybrid algorithm,cube map,light source,respective strength,high-quality shadow,bounded memory footprint,efficient virtual shadow map,hardware-supported virtual cube-map shadow,real time,real-time performance,dynamic high-detail scene,shadows | Computer vision,Hybrid algorithm,Computer graphics (images),Cube mapping,Computer science,CUDA,Ray tracing (graphics),Shadow mapping,Exploit,Artificial intelligence,Memory footprint,OpenGL | Conference |
Citations | PageRank | References |
6 | 0.74 | 15 |
Authors | ||
5 |
Name | Order | Citations | PageRank |
---|---|---|---|
Ola Olsson | 1 | 113 | 11.67 |
Erik Sintorn | 2 | 262 | 20.06 |
Viktor Kämpe | 3 | 60 | 5.31 |
Markus Billeter | 4 | 153 | 13.30 |
Ulf Assarsson | 5 | 621 | 42.84 |