| 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 |

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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.
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