US 12,315,068 B2
Efficient real-time shadow rendering
Bo Li, Montreal (CA)
Assigned to Warner Bros. Entertainment Inc., Burbank, CA (US)
Filed by Warner Bros. Entertainment Inc., Burbank, CA (US)
Filed on Feb. 15, 2024, as Appl. No. 18/442,733.
Application 18/442,733 is a continuation of application No. 17/630,145, granted, now 11,908,062, previously published as PCT/US2020/043773, filed on Jul. 27, 2020.
Claims priority of provisional application 62/879,179, filed on Jul. 26, 2019.
Prior Publication US 2024/0185502 A1, Jun. 6, 2024
Int. Cl. G06T 15/00 (2011.01); G06T 1/60 (2006.01); G06T 9/00 (2006.01); G06T 15/60 (2006.01)
CPC G06T 15/005 (2013.01) [G06T 1/60 (2013.01); G06T 9/00 (2013.01); G06T 15/60 (2013.01); G06T 2210/36 (2013.01); G06T 2215/12 (2013.01)] 20 Claims
OG exemplary drawing
 
1. A method for generating a tiled shader thread group for a real-time shadow rendering, the method comprising:
allocating, by at least one processor, one or more discrete shadow maps at different resolutions for each modeled light of a 3-dimensional model, wherein the one or more discrete shadow maps include a resolution different from a different discrete shadow map, and wherein the one or more discrete shadow maps include a plurality of texels;
compressing, by the at least one processor, the one or more discrete shadow maps by quantizing each texel of the plurality of texels;
arranging, by the at least one processor, the one or more compressed discrete shadow maps in a data structure, wherein the data structure is configured to enable a use of the one or more compressed discrete shadow maps in a tiled compute shader thread group; and
displaying, by the at least one processor, the one or more compressed discrete shadow maps stored in the data structure in a runtime rendering.