{"title":"Fitted virtual shadow maps","authors":"Markus Giegl, M. Wimmer","doi":"10.1145/1268517.1268545","DOIUrl":null,"url":null,"abstract":"Too little shadow map resolution and resulting undersampling artifacts, perspective and projection aliasing, have long been a fundamental problem of shadowing scenes with shadow mapping.\n We present a new smart, real-time shadow mapping algorithm that virtually increases the resolution of the shadow map beyond the GPU hardware limit where needed. We first sample the scene from the eye-point on the GPU to get the needed shadow map resolution in different parts of the scene. We then process the resulting data on the CPU and finally arrive at a hierarchical grid structure, which we traverse in kd-tree fashion, shadowing the scene with shadow map tiles where needed.\n Shadow quality can be traded for speed through an intuitive parameter, with a homogenous quality reduction in the whole scene, down to normal shadow mapping. This allows the algorithm to be used on a wide range of hardware.","PeriodicalId":197912,"journal":{"name":"International Genetic Improvement Workshop","volume":"14 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2007-05-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"30","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"International Genetic Improvement Workshop","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/1268517.1268545","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 30
Abstract
Too little shadow map resolution and resulting undersampling artifacts, perspective and projection aliasing, have long been a fundamental problem of shadowing scenes with shadow mapping.
We present a new smart, real-time shadow mapping algorithm that virtually increases the resolution of the shadow map beyond the GPU hardware limit where needed. We first sample the scene from the eye-point on the GPU to get the needed shadow map resolution in different parts of the scene. We then process the resulting data on the CPU and finally arrive at a hierarchical grid structure, which we traverse in kd-tree fashion, shadowing the scene with shadow map tiles where needed.
Shadow quality can be traded for speed through an intuitive parameter, with a homogenous quality reduction in the whole scene, down to normal shadow mapping. This allows the algorithm to be used on a wide range of hardware.