ABSTRACT
This talk presents significant rendering-related CPU and GPU optimizations concerning shadows in Cyberpunk 2077. Given the scale of the game and the variety of platforms that it has to support, different solutions had to be implemented and coupled in order to fulfil the time and memory requirements. We also introduce our take on runtime and offline techniques for object culling and shadow maps caching in order to minimize potential overhead. The article concerns three different shadow types that can be spotted around Night City: cascaded, distant, and local shadows.
- Nikolas Kasyan. 2013. Playing with Real-Time Shadows. SIGGRAPH.Google Scholar
- Dimitrov Rouslan and Miguel Sainz. 2007. Cascaded Shadow Maps. (Aug. 2007). https://developer.download.nvidia.com/SDK/10.5/opengl/src/cascaded_shadow_maps/doc/cascaded_shadow_maps.pdfGoogle Scholar
- M. Jacobs S. White, D. Coulter and M. Satran. 2018. Cascaded Shadow Maps. Retrieved February 12, 2021 from https://docs.microsoft.com/en-us/windows/win32/dxtecharts/cascaded-shadow-mapsGoogle Scholar
Index Terms
Shadows Optimizations in Cyberpunk 2077
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