Many‐Light Rendering Using ReSTIR‐Sampled Shadow Maps

Abstract We present a practical method targeting dynamic shadow maps for many light sources in real‐time rendering. We compute full‐resolution shadow maps for a subset of lights, which we select with spatiotemporal reservoir resampling (ReSTIR). Our selection strategy automatically regenerates shadow maps for lights with the strongest contributions to pixels in the current camera view. The remaining lights are handled using imperfect shadow maps, which provide low‐resolution shadow approximation. We significantly reduce the computation and storage compared to using all full‐resolution shadow maps and substantially improve shadow quality compared to handling all lights with imperfect shadow maps.

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Publication Details

Journal
Computer Graphics Forum
Published
2025-04-18
DOI
https://doi.org/10.1111/cgf.70059
Citations
1
Primary Topic
Computer Graphics and Visualization Techniques
Type
article
Field-Weighted Citation Impact
3.54
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article

Many‐Light Rendering Using ReSTIR‐Sampled Shadow Maps

Cem Yuksel, Chris Wyman, Daqi Lin, Song Zhang
1 citations
Computer Graphics Forum
Computer Graphics and Visualization Techniques
3.54
article

Many‐Light Rendering Using ReSTIR‐Sampled Shadow Maps

Cem Yuksel, Chris Wyman, Daqi Lin, Song Zhang
article en
1 citations

Abstract

Abstract We present a practical method targeting dynamic shadow maps for many light sources in real‐time rendering. We compute full‐resolution shadow maps for a subset of lights, which we select with spatiotemporal reservoir resampling (ReSTIR). Our selection strategy automatically regenerates shadow maps for lights with the strongest contributions to pixels in the current camera view. The remaining lights are handled using imperfect shadow maps, which provide low‐resolution shadow approximation. We significantly reduce the computation and storage compared to using all full‐resolution shadow maps and substantially improve shadow quality compared to handling all lights with imperfect shadow maps.

Computer Graphics ForumVol. 44(2)
University of Utah (US), Nvidia (United States) (US)
Openalex Percentile: Top 11%
Computer Graphics and Visualization Techniques
3.54
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