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Shadows Optimizations in Cyberpunk 2077

Published: 06 August 2021 Publication History

Abstract

This talk presents significant rendering-related CPU and GPU optimizations concerning shadows in Cyberpunk 2077. Given the scale of the game and the variety of platforms that it has to support, different solutions had to be implemented and coupled in order to fulfil the time and memory requirements. We also introduce our take on runtime and offline techniques for object culling and shadow maps caching in order to minimize potential overhead. The article concerns three different shadow types that can be spotted around Night City: cascaded, distant, and local shadows.

References

[1]
Nikolas Kasyan. 2013. Playing with Real-Time Shadows. SIGGRAPH.
[2]
Dimitrov Rouslan and Miguel Sainz. 2007. Cascaded Shadow Maps. (Aug. 2007). https://developer.download.nvidia.com/SDK/10.5/opengl/src/cascaded_shadow_maps/doc/cascaded_shadow_maps.pdf
[3]
M. Jacobs S. White, D. Coulter and M. Satran. 2018. Cascaded Shadow Maps. Retrieved February 12, 2021 from https://docs.microsoft.com/en-us/windows/win32/dxtecharts/cascaded-shadow-maps
  1. Shadows Optimizations in Cyberpunk 2077

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    cover image ACM Conferences
    SIGGRAPH '21: ACM SIGGRAPH 2021 Talks
    July 2021
    116 pages
    ISBN:9781450383738
    DOI:10.1145/3450623
    Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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    Association for Computing Machinery

    New York, NY, United States

    Publication History

    Published: 06 August 2021

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    Author Tags

    1. culling
    2. optimization
    3. rendering
    4. shadows

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