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dc.contributor.authorSelgrad, Kaien_US
dc.contributor.authorMüller, Jonasen_US
dc.contributor.authorReintges, Christianen_US
dc.contributor.authorStamminger, Marcen_US
dc.contributor.editorElmar Eisemann and Eugene Fiumeen_US
dc.date.accessioned2016-06-17T14:12:42Z
dc.date.available2016-06-17T14:12:42Z
dc.date.issued2016en_US
dc.identifier.isbn978-3-03868-019-2en_US
dc.identifier.issn1727-3463en_US
dc.identifier.urihttp://dx.doi.org/10.2312/sre.20161208en_US
dc.description.abstractIn this paper we present a method to efficiently cull large parts of a scene prior to shadow map computations for many-lights settings. Our method is agnostic to how the light sources are generated and thus works with any method of light distribution. Our approach is based on previous work in culling for ray traversal to speed up area light sampling. Applied to shadow mapping our method works for high- and low-resolution shadow maps and, in contrast to previous work on many-lights rendering, does neither entail scene approximations nor imposes limits on light range, while still providing significant gains in performance. In contrast to standard culling methods shadow map rendering itself is sped up by a factor of 1.5 to 8.6 while the speedup of shadow map rendering, lookup and shading together ranges from 1.1 to 4.2.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectI.3.7 [Computer Graphics]en_US
dc.subjectPicture/Image Generationen_US
dc.subjectColoren_US
dc.subjectshadingen_US
dc.subjectshadowingen_US
dc.subjectand textureen_US
dc.subjectI.3.7 [Computer Graphics]en_US
dc.subjectPicture/Image Generationen_US
dc.subjectVisible line/surface algorithmsen_US
dc.titleFast Shadow Map Rendering for Many-Lights Settingsen_US
dc.description.seriesinformationEurographics Symposium on Rendering - Experimental Ideas & Implementationsen_US
dc.description.sectionheadersFaster Renderingen_US
dc.identifier.doi10.2312/sre.20161208en_US
dc.identifier.pages41-47en_US


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