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.

Click here to download the complete presentation: PowerPoint

Click here to download the complete paper: Paper PDF

The Software License and Service Agreement will be updated. Please follow this link [] in order to see these changes.

Privacy Policy Update
We’ve updated our Privacy Policy. You can view the revised policy here. By continuing to use Activision’s websites, products or services, you acknowledge this revised Privacy Policy.