Author:

Matthias Ellerbeck
Supervisor:Prof. Gudrun Klinker
Advisor:Sven Liedtke (@ga73gop)
Submission Date:[created]

Abstract

This thesis presents a system to render shadows for large game worlds in a specific application context. As part of that, it provides a method for preventing precision problems in planet-sized game worlds both in general game operations and in rendering. It supports point, spot, and directional light shadows using shadow maps. To reduce aliasing, it employs cascaded shadow maps for directional lights and dynamically selects appropriate resolutions for point and post lights. It does not employ precomputation to achieve this. Finally, the thesis evaluates the performance and visual quality of the system. The performance suffers from a lack of object culling while rendering.

Results/Implementation/Project Description

Conclusion

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