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Fast Many-Lights Rendering with Temporal Shadow Maps

Received: 17 April 2016     Published: 18 April 2016
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Abstract

We present an effcient method for computing shadows of many light sources (e.g. 1,024). Our work is based on the observation that conventional shadow mapping becomes redundant as the number of lights increases. First, we sample the scene with a constant number of depth images (e.g. 10), which we call temporal shadow maps. Then the shadow map for each light is approximated through rendering triangles reconstructed from all the temporal shadow maps. The cost of rendering the triangles reconstructed from the temporal shadow maps is much smaller than rendering the entire scene when the geometry is complex. The algorithm supports fully dynamic scenes. The experiment results show that our method can produce comparable soft shadows with much higher speed than ray tracing and shadow mapping methods.

Published in Science Discovery (Volume 4, Issue 1)
DOI 10.11648/j.sd.20160401.18
Page(s) 45-51
Creative Commons

This is an Open Access article, distributed under the terms of the Creative Commons Attribution 4.0 International License (http://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution and reproduction in any medium or format, provided the original work is properly cited.

Copyright

Copyright © The Author(s), 2016. Published by Science Publishing Group

Keywords

Many Lights, Visibility, Shadow Mapping

References
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Cite This Article
  • APA Style

    Boning Zhang, Nian Li, Lili Wang. (2016). Fast Many-Lights Rendering with Temporal Shadow Maps. Science Discovery, 4(1), 45-51. https://doi.org/10.11648/j.sd.20160401.18

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    ACS Style

    Boning Zhang; Nian Li; Lili Wang. Fast Many-Lights Rendering with Temporal Shadow Maps. Sci. Discov. 2016, 4(1), 45-51. doi: 10.11648/j.sd.20160401.18

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    AMA Style

    Boning Zhang, Nian Li, Lili Wang. Fast Many-Lights Rendering with Temporal Shadow Maps. Sci Discov. 2016;4(1):45-51. doi: 10.11648/j.sd.20160401.18

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  • @article{10.11648/j.sd.20160401.18,
      author = {Boning Zhang and Nian Li and Lili Wang},
      title = {Fast Many-Lights Rendering with Temporal Shadow Maps},
      journal = {Science Discovery},
      volume = {4},
      number = {1},
      pages = {45-51},
      doi = {10.11648/j.sd.20160401.18},
      url = {https://doi.org/10.11648/j.sd.20160401.18},
      eprint = {https://article.sciencepublishinggroup.com/pdf/10.11648.j.sd.20160401.18},
      abstract = {We present an effcient method for computing shadows of many light sources (e.g. 1,024). Our work is based on the observation that conventional shadow mapping becomes redundant as the number of lights increases. First, we sample the scene with a constant number of depth images (e.g. 10), which we call temporal shadow maps. Then the shadow map for each light is approximated through rendering triangles reconstructed from all the temporal shadow maps. The cost of rendering the triangles reconstructed from the temporal shadow maps is much smaller than rendering the entire scene when the geometry is complex. The algorithm supports fully dynamic scenes. The experiment results show that our method can produce comparable soft shadows with much higher speed than ray tracing and shadow mapping methods.},
     year = {2016}
    }
    

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  • TY  - JOUR
    T1  - Fast Many-Lights Rendering with Temporal Shadow Maps
    AU  - Boning Zhang
    AU  - Nian Li
    AU  - Lili Wang
    Y1  - 2016/04/18
    PY  - 2016
    N1  - https://doi.org/10.11648/j.sd.20160401.18
    DO  - 10.11648/j.sd.20160401.18
    T2  - Science Discovery
    JF  - Science Discovery
    JO  - Science Discovery
    SP  - 45
    EP  - 51
    PB  - Science Publishing Group
    SN  - 2331-0650
    UR  - https://doi.org/10.11648/j.sd.20160401.18
    AB  - We present an effcient method for computing shadows of many light sources (e.g. 1,024). Our work is based on the observation that conventional shadow mapping becomes redundant as the number of lights increases. First, we sample the scene with a constant number of depth images (e.g. 10), which we call temporal shadow maps. Then the shadow map for each light is approximated through rendering triangles reconstructed from all the temporal shadow maps. The cost of rendering the triangles reconstructed from the temporal shadow maps is much smaller than rendering the entire scene when the geometry is complex. The algorithm supports fully dynamic scenes. The experiment results show that our method can produce comparable soft shadows with much higher speed than ray tracing and shadow mapping methods.
    VL  - 4
    IS  - 1
    ER  - 

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Author Information
  • School of Computer Science and Engineering, Beihang University, Beijing, China

  • School of Computer Science and Engineering, Beihang University, Beijing, China

  • School of Computer Science and Engineering, Beihang University, Beijing, China

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