Shadow caster culling for efficient shadow mapping

Jiří Bittner, O. Mattausch, Ari Silvennoinen, M. Wimmer
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引用次数: 13

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.
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为有效的阴影映射而进行的阴影施法者裁剪
我们提出了一种通过剔除不产生可见阴影的阴影投射者来高效构建阴影贴图的新方法。该方法使用一种分层遮挡剔除算法,利用潜在阴影接收者的掩模来剔除阴影投射者。我们提出了几种具有不同剔除效率和计算成本的接收机掩码实现变体。对于具有静态聚焦阴影贴图的场景,我们设计了一种有效的策略来增量更新阴影贴图,这接近于无阴影场景的渲染性能。我们表明,我们的方法在渲染大型城市场景时实现了3 -10倍的加速,在渲染实际游戏场景时实现了1.5 -2倍的加速。
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