Sparse Shadow Trees

Kevin Myers

Lighting large outdoor scenes continues to present a challenge for realtime rendering. Cascaded shadowmaps are costly to render over large areas, and baked lightmaps are expensive and require an unique parametrization over the entire scene. We present a technique that allows for baking shadowmaps on large outdoors area with minimal memory consumption that is amenable to deferred rendering.

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Click here to download the complete paper: Paper PDF

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