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Camera space shadow maps for large virtual environments

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Abstract

This paper presents a new single-pass shadow mapping technique that achieves better quality than the approaches based on perspective warping, such as perspective, light-space, and trapezoidal shadow maps. The proposed technique is appropriate for real-time rendering of large virtual environments that include dynamic objects. By performing operations in camera space, this solution successfully handles the general and the dueling frustum cases and produces high-quality shadows even for extremely large scenes. This paper also presents a fast nonlinear projection technique for shadow map stretching that enables complete utilization of the shadow map by eliminating wastage. The application of stretching results in a significant reduction in unwanted perspective aliasing, commonly found in all shadow mapping techniques. Technique is compared with other shadow mapping techniques, and the benefits of the proposed method are presented. The proposed shadow mapping technique is simple and flexible enough to handle most of the special scenarios. An API for a generic shadow mapping solution is presented. This API simplifies the generation of fast and high-quality shadows.

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Acknowledgments

The used test scenes are a ‘Pavilion Garden’ model from Google 3D warehouse, credit goes to Tan Tunny. Citadel and palm tree models are from Google 3D warehouse as well.

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Correspondence to Zeljka Mihajlovic.

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Kolic, I., Mihajlovic, Z. Camera space shadow maps for large virtual environments. Virtual Reality 16, 289–299 (2012). https://doi.org/10.1007/s10055-012-0207-4

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  • DOI: https://doi.org/10.1007/s10055-012-0207-4

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