Scandolo, LeonardoEisemann, ElmarBinder, Nikolaus and Ritschel, Tobias2021-07-052021-07-052021978-3-03868-156-42079-8687https://doi.org/10.2312/hpg.20211283https://diglib.eg.org:443/handle/10.2312/hpg20211283Detailed shadows in large-scale environments are challenging. Our approach enables efficient detailed shadow computations for static environments at a low memory cost. It builds upon compressed precomputed multiresolution hierarchies but uses a directed acyclic graph to encode its tree structure. Further, depth values are compressed and stored separately and we use a bit-plane encoding for the lower tree levels entries in order to further reduce memory requirements and increase locality. We achieve between 20% to 50% improved compression rates, while retaining high performance.I.3.7 [Computer Graphics]Three Dimensional Graphics and RealismColorshadingshadowingtextureDirected Acyclic Graph Encoding for Compressed Shadow Maps10.2312/hpg.2021128353-59