A Cloud of Shadows

Monday, 22 July 9:00 AM - 10:30 AM
Session Chair: Marc Olano, University of Maryland, Baltimore County

Imperfect Voxelized Shadow Volumes

Imperfect voxelized shadow volumes sample volumetric visibility from area light sources, allowing real-time rendering of volumetric shadows from complex lights inside homogeneous fog or dust.

Chris Wyman
NVIDIA Research

Zeng Dai
University of Iowa

Sub-Pixel Shadow Mapping

Sub-Pixel Shadow Maps are a simple and inexpensive alternative to classical shadow mapping, bringing high-quality shadowing capabilities into highly demanding applications such as video games, in which neither image quality nor speed can be compromised.

Pascal Lecocq
Technicolor Research & Innovation

Pascal Gautron
Technicolor Research & Innovation

Jean-Eudes Marvie
Technicolor Research & Innovation

Gaƫl Sourimant
Technicolor Research & Innovation

Lighting Technology of "The Last of Us"

How simple, directional representation of lighting can be used to efficiently solve some of the common problems with lightmaps in real-time applications: lack of specular highlights, discontinuity artifacts resulting from UV layout, or absence of believable shadows from dynamic objects.

Michal Iwanicki
Naughty Dog, Inc.

Interactive Indirect Lighting Computed in the Cloud

This talk presents three different ways to map indirect lighting computation onto the cloud, plus optimizations and measurements of bandwidth and latency performance that are of great importance in cloud-based systems.

Cyril Crassin
NVIDIA Corporation

David Luebke
NVIDIA Corporation

Michael Mara
NVIDIA Corporation

Morgan McGuire
NVDIA Corporation

Brent Oster
NVIDIA Corporation

Peter Shirley
NVIDIA Corporation

Peter-Pike Sloan
NVIDIA Corporation

Chris Wyman
NVIDIA Corporation