Ola Olsson, Erik Sintorn, Viktor Kämpe, M. Billeter, Ulf Assarsson
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引用次数: 1
摘要
在过去的几年中,已经提出了几种技术,可以使用数百或数千盏灯实现实时着色[Harada et al. 2013]。然而,直到最近,Olsson等人[2014]才提出了一项包括阴影在内的全面研究,该研究实现了数百个光源的实时性能,具有高质量和可控的内存占用。新算法使用了OpenGL的许多现代特性,并包含了许多设计选择,本文仅对其进行了简要描述。我们提供了额外的细节,并专注于系统的实际实现方面,以便于游戏开发社区实现算法。
Implementing efficient virtual shadow maps for many lights
In the past few years, several techniques have been presented that enable real-time shading using many hundreds or thousands of lights [Harada et al. 2013]. However, only recently has a comprehensive study including shadows been presented by Olsson et al. [2014], where real-time performance is achieved for several hundred light sources with high quality and controllable memory footprint. The new algorithm uses many modern features of OpenGL and contains many design choices only described very briefly in the paper. We present additional details and focus on the practical implementation aspects of the system, in order to facilitate the implementation of the algorithm for the game development community.