Practical logarithmic rasterization for low-error shadow maps

dc.contributor.authorLloyd, D. Brandonen_US
dc.contributor.authorGovindaraju, Naga K.en_US
dc.contributor.authorMolnar, Steven E.en_US
dc.contributor.authorManocha, Dineshen_US
dc.contributor.editorMark Segal and Timo Ailaen_US
dc.date.accessioned2013-10-28T10:17:31Z
dc.date.available2013-10-28T10:17:31Z
dc.date.issued2007en_US
dc.description.abstractLogarithmic shadow maps can deliver the same quality as competing shadow map algorithms with substantially less storage and bandwidth. We show how current GPU architectures can be modified incrementally to support rendering of logarithmic shadow maps at current GPU fill rates. Specifically, we modify the rasterizer to support rendering to a nonuniform grid with the same watertight rasterization properties as current rasterizers. We also describe a depth compression scheme to handle the nonlinear primitives produced by logarithmic rasterization. Our proposed architecture enhancements align with current trends of decreasing cost for on-chip computation relative to off-chip bandwidth and storage. For a modest increase in computation, logarithmic rasterization can greatly reduce shadow map bandwidth and storage costs.en_US
dc.description.seriesinformationSIGGRAPH/Eurographics Workshop on Graphics Hardwareen_US
dc.identifier.isbn978-3-905673-47-0en_US
dc.identifier.issn1727-3471en_US
dc.identifier.urihttps://doi.org/10.2312/EGGH/EGGH07/017-024en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectCategories and Subject Descriptors (according to ACM CCS): I.3.3 [Computer Graphics]: Hardware Architecture- Graphics processors, I.3.7 [Computer Graphics]: Color, shading, shadowing, and textureen_US
dc.titlePractical logarithmic rasterization for low-error shadow mapsen_US
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