ABSTRACT
Lighting large outdoor scenes continues to present a challenge for realtime rendering. While techniques such as Parallel Split Shadow Maps [Zhang 2006] work well for a subset of the view frustum they fail to account for all shadowing in an outdoor scene. Lightmaps are often used as a fallback but require a unique UV parameterization and do not provide occlusion for moving objects. With deferred rendering the additional gbuffer overhead for unique parameterizations presents a challenge as well, making it costly to maintain the lightmap machinery in a modern pipeline.
References
- Sintorn, E., Kampe, V., Olsson, O., and Assarsson, U. 2014. Compact precomputed voxelized shadows. ACM Transactions on Graphics 33, 150 (July). Google Scholar
Digital Library
- Weiskopf, D., and Ertl, T. 2003. Shadow mapping based on dual depth layers. Proceedings of Eurographics 3, 53--60.Google Scholar
- Zhang, F., Sun, H., Xu, L., and Lun, L. K. 2006. Parallel-split shadow maps for large-scale virtual environments. Proceedings of the 2006 ACM international conference on Virtual reality continuum and its applications (June), 311--318. Google Scholar
Digital Library
Index Terms
Sparse shadow tree




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