Advanced SearchSearch Tips
A Shadow Mapping Technique Separating Static and Dynamic Objects in Games using Multiple Render Targets
facebook(new window)  Pirnt(new window) E-mail(new window) Excel Download
  • Journal title : Journal of Korea Game Society
  • Volume 15, Issue 5,  2015, pp.99-108
  • Publisher : Korea Game Society
  • DOI : 10.7583/JKGS.2015.15.5.99
 Title & Authors
A Shadow Mapping Technique Separating Static and Dynamic Objects in Games using Multiple Render Targets
Lee, Dongryul; Kim, Youngsik;
  PDF(new window)
To identify the location of the object and improve the realism in 3D game, shadow mapping is widely used to compute the depth values of vertices in view of the light position. Since the depth value of the shadow map is calculated by the world coordinate, the depth values of the static object don't need to be updated. In this paper, (1) in order to improve the rendering speed, using multiple render targets the depth values of static objects stored only once are separated from those of dynamic objects stored each time. And (2) in order to improve the shadow quality in the quarter view 3D game, the position of the light is located close to dynamic objects traveled along the camera each time. The effectiveness of the proposed method is verified by the experiments according to the different static and dynamics object configuration in 3D game.
shadow mapping;multiple render target;static object;dynamic object;light;
 Cited by
Media It News, "Flower of Gaming PC, Graphics Card",, 2015.06.06.

Media It News, "Faster! Faster! The Reason of Performance Improvement of CPU and Graphics Card",, 2015.04.25.

Do-Hyoung Kim, "Real Time Shadow Processing Techniques in 3D Game Graphics Engine", The Magazine of the IEIE, Vol. 34, No. 10, pp. 54-62, 2007.10.

Young-Jung Yu and Jin-Ho Choi, "An Improved PCF Technique for The Generation of Shadows", J. Korea Inst. Inf. Commun. Eng., Vol. 11, No. 8, pp. 1442-1449, 2007.8.

Tae-Soo Kwon, A Shadow Mapping Method of Nonuniform Sampling, Master Thesis. Seoul National Univ. 2002.

Nah, Jae-Ho, Woo-Chan Park, and Tack-Don Han. "A Shadow Culling Algorithm for Interactive Ray Tracing." Journal of Korea Game Society, Vol. 9, No. 6, pp. 179-189, Dec. 2009.

Sangduk Kim, Jin-Woo Kim, Woo-Chan Park, and Tack-Don Han, "Bounding Box based Shadow Ray Culling Method for Real-Time Ray Tracer", Journal of Korea Game Society, Vol. 13, No. 3, pp. 85-94, June 2013.

Sanghun Kim, Mincheol Kim, and Wonik Choi, "Variance-blended Cascaded Shadow Mapping Algorithm for Addressing a Seam Problem in Cascaded Shadow Maps", Journal of KIISE : Software and Applications Vol. 39, No. 5, pp. 355-366, 2012.5.

Kyoung-su Oh and Byeong-Seok Shin, "Shadow Texture Generation Using Temporal Coherence", Journal of Korea Multimedia Society, Vol. 7, No. 11, pp. 1550-1555, Nov., 2004.

Microsoft MSDN: Common Techniques to Improve Shadow Depth Maps,

JungHyun Han, 3D Graphics for Game Programming, CRC Press, pp. 246-250, 2011.

Pope Kim, Introduction to Shader Programming, Hanbit Media, pp. 209, 2012.