Resolution Estimation for Shadow Mapping

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Date
2013
Journal Title
Journal ISSN
Volume Title
Publisher
The Eurographics Association
Abstract
We present an approach to efficiently reduce shadow map resolution while retaining high quality hard shadows. In the first step, we generate a list of sample points that are seen from the camera and then project these into light space, much like Alias-free Shadow Maps. In the next step, we analyze the list of sample points on the GPU to construct a tight light frustum for shadow rendering. After the light frustum is computed, we calculate for each sample the actual coverage in the final shadow map to estimate how large a shadow map pixel should be. From this number, we derive the lowest possible resolution to use in the shadow map while retaining nearly alias-free shadows. Our algorithm is built for a deferred renderer.
Description

        
@inproceedings{
10.2312:LocalChapterEvents.TPCG.TPCG13.109-114
, booktitle = {
Theory and Practice of Computer Graphics
}, editor = {
Silvester Czanner and Wen Tang
}, title = {{
Resolution Estimation for Shadow Mapping
}}, author = {
Ferko, Michal
}, year = {
2013
}, publisher = {
The Eurographics Association
}, ISBN = {
978-3-905673-98-2
}, DOI = {
10.2312/LocalChapterEvents.TPCG.TPCG13.109-114
} }
Citation