Abstract

This course is a resource for applying efficient, real-time shadow algorithms. It builds on a solid foundation (previous courses at SIGGRAPH Asia 2009 and Eurographics 2010, including comprehensive course notes) and the 2011 book Real-Time Shadows (AK Peters) written by four of the presenters. The book is a compendium of many topics in the realm of shadow computation. The course provides an overview of various techniques but moves beyond the basics to practical solutions and game-relevant techniques summarized by a presenter from the production industry. Topics include: the theory behind shadow computation, when physical accuracy can be replaced with plausible shadows, implementation details, and practical issues such as budget considerations and performance trade-offs. Case studies illustrate the techniques behind major game titles and upcoming engines.

Keywords:
Compendium Shadow (psychology) Realm Computer science Computer graphics (images) Computation Resource (disambiguation) Multimedia Algorithm History

Metrics

12
Cited By
1.47
FWCI (Field Weighted Citation Impact)
113
Refs
0.85
Citation Normalized Percentile
Is in top 1%
Is in top 10%

Citation History

Topics

Data Management and Algorithms
Physical Sciences →  Computer Science →  Signal Processing
Computer Graphics and Visualization Techniques
Physical Sciences →  Computer Science →  Computer Graphics and Computer-Aided Design
Computational Geometry and Mesh Generation
Physical Sciences →  Computer Science →  Computer Graphics and Computer-Aided Design
© 2026 ScienceGate Book Chapters — All rights reserved.