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Massive lightmaps (MLMs) are used to generate global illumination for large scenes. They are popular among commercial content creators for high-resolution ambient occlusion as they are very quick to render and have an excellent look. But because they are generated on the CPU they are more expensive than real-time shadows. We build on this work by implementing a GPU-based MLM shadow function. The shadow map is constructed using a parallel version of the traditional hard shadow bank. Using this shadow map, we create local shadow maps which are used to compute the local illumination. As we are working in a GPU-space, we are able to use a local shadow map with a high level of quality. We are then able to dynamically update this shadow map, thus allowing the shadow map to be in real-time and yet offer an extremely high level of quality.
Using this method we can produce detailed shadows, soft shadows, and then support shadows that are much closer to the camera than real-time shadows. As well as permitting real-time shadows using multiple shadow maps, we are also able to produce an interactive shadow volume that reacts to the user's interaction, which is not possible using current methods.
One of the most common problems faced by artists is creating maps for characters that allow them to move freely in a realistic space. Our solution to this problem is to convert the characters to a series of point locations using a set of linear equations. This allows us to simulate the physical properties of the character. We can then map this location to a set of points on a sphere, which represent the point of view. We then use the artist's view to create a point cloud that follows the character's movement. This point cloud is then converted to a series of triangles and used to create a triangular mesh that can be used to map shadow maps. These shadow maps can then be used to generate shadows for the character and objects that the character is interacting with.
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