Resolution-Mapped Shadow Maps

Discussion in 'Rendering Technology and APIs' started by Jawed, Mar 12, 2007.

  1. Jawed

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    I've been looking at Aaron Lefohn's PhD dissertation:

    Glift: Generic Data Structures for Graphics Hardware

    and I thought it would be worth drawing attention to the resolution-mapped shadow map technique he has developed (along with others, quite a long list). PDF pages 103-138.

    This next PDF gives a nice overview (pages 52-71):

    http://graphics.cs.ucdavis.edu/~lefohn/work/dissertation/lefohnPhdDefense.pdf

    The technique comes out of the development of Glift which is all about easing the usage of complex data structures on GPUs (originally for GPGPU apps).

    [​IMG]

    That hairy ball really is murderous!

    Jawed
     
  2. Jawed

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    The way I look at it, this is just another forward-looking technique. I think it's interesting because it's high-quality and tweakable for performance/memory-consumption/quality. It seems to scale quite well, too.

    Also, I imagine, it'll prolly get a tasty boost from running on a D3D10 GPU.

    Jawed
     
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