PROJECT TITLE :
More Efficient Virtual Shadow Maps for Many Lights
Recently, several algorithms have been introduced that enable real-time performance for several lights in applications like games. During this paper, we have a tendency to explore the use of hardware-supported virtual cube-map shadows to efficiently implement high-quality shadows from tons of sunshine sources in real time and at intervals a bounded memory footprint. Additionally, we have a tendency to explore the utility of ray tracing for shadows from many lights and present a hybrid algorithm combining ray tracing with cube maps to take advantage of their respective strengths. Our solution supports real-time performance with tons of lights in absolutely dynamic high-detail scenes.
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