*** Apologies for Cross-posting *** Fan 'Andy' Zhang, The Chinese University of Hong Kong "Parallel-Split Shadow Maps on Programmable GPUs"
Friday 4th December 2009, 2-3pm GMT Room 1.10, Kilburn Building The University of Manchester Like any other visual effect in real-time applications, practical shadow algorithms should allow developers to trade cost and quality. As a popular real-time shadowing technique, Shadow Mapping however cannot achieve this goal in complicated scenes, because it does not adequately trade performance cost for quality. Parallel-Split Shadow Maps (PSSMs) are one of the most promising shadow mapping techniques to achieve this goal. However, without using hardware acceleration, the performance drop caused by multiple rendering passes prevents this technique from being extensively used in mass-market applications. In this talk, we show how to take advantage of modern Graphics Processing Units (GPUs) to improve performance in PSSMs. Furthermore, a few practical issues when integrating PSSMs into real games are also discussed. Part of http://manchester.siggraph.org/ ----- Anyone wishing to view a discussion via Access Grid should note the following. Please check the Jabber room shortly before the start of the seminar to find if ScreenStreamer is to be used. Virtual Venue: University of Manchester Room1:10 Jabber Room: university-of-manchester-(1.10) (sam.ag.manchester.ac.uk)@conference.mcs.anl.gov ScreenStreamer: Preferably use ScreenStreamer software - go to http://www.memetic-vre.net/software/ScreenStreamer/ScreenStreamer.php and select room "University of Manchester (1.10)" from the AGSC section. Grab the screen feed (by clicking on it) from the screenstreamer window and resize it - more info can be found on http://www.memetic-vre.net/software/ScreenStreamer. Alternatively, the screenshot (not animated) can be accessed at http://192.150.184.66:7890 (this IP might change for some sessions - please check Jabber).

