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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2015 | 10.1109/TVCG.2015.2418772 | IEEE Trans. Vis. Comput. Graph. |
Keywords | Field | DocType |
real-time shading,gpu,computer graphics,shadows,virtual texturing,virtual reality,hybrid algorithm,real time systems,ray tracing,clustering algorithms,geometry | Computer vision,Hybrid algorithm,Computer graphics (images),Ray tracing (graphics),Computer science,Exploit,Shadow mapping,Artificial intelligence,Cluster analysis,Memory footprint,Computer graphics,Cube | Journal |
Volume | Issue | ISSN |
21 | 6 | 1077-2626 |
Citations | PageRank | References |
2 | 0.37 | 14 |
Authors | ||
5 |
Name | Order | Citations | PageRank |
---|---|---|---|
Ola Olsson | 1 | 113 | 11.67 |
Markus Billeter | 2 | 153 | 13.30 |
Erik Sintorn | 3 | 262 | 20.06 |
Viktor Kämpe | 4 | 60 | 5.31 |
Ulf Assarsson | 5 | 621 | 42.84 |