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
image-l4d:
shadows
image-lightview:
shadowcasters
image-masking:
lispsm
image-newyork:
manhattan
video-casterculling:
all-scenes-walkthrough
Additional files
l4dead:
video
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/", }