Resolution Matched Virtual Shadow Maps
Identifikátory výsledku
Kód výsledku v IS VaVaI
<a href="https://www.isvavai.cz/riv?ss=detail&h=RIV%2F68407700%3A21230%2F25%3A00383907" target="_blank" >RIV/68407700:21230/25:00383907 - isvavai.cz</a>
Výsledek na webu
<a href="https://cescg.org/cescg_submission/resolution-matched-virtual-shadow-maps/" target="_blank" >https://cescg.org/cescg_submission/resolution-matched-virtual-shadow-maps/</a>
DOI - Digital Object Identifier
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Alternativní jazyky
Jazyk výsledku
angličtina
Název v původním jazyce
Resolution Matched Virtual Shadow Maps
Popis výsledku v původním jazyce
In this article, we present Resolution Matched Virtual Shadow Maps (RMVSMs), a method of rendering shadow maps with greatly improved quality and memory efficiency compared to traditional methods. We separate logical address space from its physical backing by splitting each shadow map cascade into a set of virtual pages. This achieves the appearance of a large contiguous memory without the need to reserve backing physical memory. For each frame, we find the set of visible pages by analyzing the depth buffer. Each visible page is assigned physical memory allocated from a designated memory pool. To efficiently fill visible pages with shadow map information, we utilize granular culling of the scene geometry. We show that our implementation is well suited for multiple light sources of various types, including directional lights, point lights, and spotlights. Further, we show that this technique scales to an arbitrary number of cascades as only a fraction of virtual pages are visible and need to be backed each frame. We can thus achieve any desired texel-to-pixel density at any distance with few wasted shadow texels.
Název v anglickém jazyce
Resolution Matched Virtual Shadow Maps
Popis výsledku anglicky
In this article, we present Resolution Matched Virtual Shadow Maps (RMVSMs), a method of rendering shadow maps with greatly improved quality and memory efficiency compared to traditional methods. We separate logical address space from its physical backing by splitting each shadow map cascade into a set of virtual pages. This achieves the appearance of a large contiguous memory without the need to reserve backing physical memory. For each frame, we find the set of visible pages by analyzing the depth buffer. Each visible page is assigned physical memory allocated from a designated memory pool. To efficiently fill visible pages with shadow map information, we utilize granular culling of the scene geometry. We show that our implementation is well suited for multiple light sources of various types, including directional lights, point lights, and spotlights. Further, we show that this technique scales to an arbitrary number of cascades as only a fraction of virtual pages are visible and need to be backed each frame. We can thus achieve any desired texel-to-pixel density at any distance with few wasted shadow texels.
Klasifikace
Druh
O - Ostatní výsledky
CEP obor
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OECD FORD obor
10201 - Computer sciences, information science, bioinformathics (hardware development to be 2.2, social aspect to be 5.8)
Návaznosti výsledku
Projekt
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Návaznosti
S - Specificky vyzkum na vysokych skolach
Ostatní
Rok uplatnění
2025
Kód důvěrnosti údajů
S - Úplné a pravdivé údaje o projektu nepodléhají ochraně podle zvláštních právních předpisů