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HFTS: hybrid frustum-traced shadows in "the division"

Published: 24 July 2016 Publication History

Abstract

We present a hybrid irregular z-buffer shadow algorithm building on work by Story [2015] and Wyman et al. [2015] that allows soft shadows and is fast enough for use in shipping games, like The Division. Key novelties include an improved light-space partitioning scheme that speeds best- and average-case running times compared to using multiple cascades. We also extract a per-pixel distance to the nearest occluder to enable transitioning between irregular z-buffers and filtered shadow maps.

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References

[1]
Fernando, R. 2005. Percentage-closer soft shadows. In ACM SIGGRAPH 2005 Sketches.
[2]
Johnson, G. S., Lee, J., Burns, C. A., and Mark, W. R. 2005. The irregular z-buffer: Hardware acceleration for irregular data structures. ACM Trans. Graph. 24, 4 (Oct.), 1462--1482.
[3]
Reeves, W., Salesin, D., and Cook, R. 1987. Rendering antialiased shadows with depth maps. In Proceedings of SIGGRAPH, 283--291.
[4]
Sintorn, E., Eisemann, E., and Assarsson, U. 2008. Sample based visibility for soft shadows using alias-free shadow maps. Computer Graphics Forum 27, 4, 1285--1292.
[5]
Story, J. 2015. Hybrid ray traced shadows. In Game Developer Conference.
[6]
Wyman, C., Hoetzlein, R., and Lefohn, A. 2015. Frustum-traced raster shadows: Revisiting irregular z-buffers. In Proceedings of the Symposium on Interactive 3D Graphics and Games, 15--23.

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    cover image ACM Conferences
    SIGGRAPH '16: ACM SIGGRAPH 2016 Talks
    July 2016
    158 pages
    ISBN:9781450342827
    DOI:10.1145/2897839
    Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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    Published: 24 July 2016

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    1. irregular z-buffer
    2. percentage closer soft shadows

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