Selgrad, KaiMüller, JonasReintges, ChristianStamminger, MarcElmar Eisemann and Eugene Fiume2016-06-172016-06-172016978-3-03868-019-21727-3463https://doi.org/10.2312/sre.20161208In this paper we present a method to efficiently cull large parts of a scene prior to shadow map computations for many-lights settings. Our method is agnostic to how the light sources are generated and thus works with any method of light distribution. Our approach is based on previous work in culling for ray traversal to speed up area light sampling. Applied to shadow mapping our method works for high- and low-resolution shadow maps and, in contrast to previous work on many-lights rendering, does neither entail scene approximations nor imposes limits on light range, while still providing significant gains in performance. In contrast to standard culling methods shadow map rendering itself is sped up by a factor of 1.5 to 8.6 while the speedup of shadow map rendering, lookup and shading together ranges from 1.1 to 4.2.I.3.7 [Computer Graphics]Picture/Image GenerationColorshadingshadowingand textureI.3.7 [Computer Graphics]Picture/Image GenerationVisible line/surface algorithmsFast Shadow Map Rendering for Many-Lights Settings10.2312/sre.2016120841-47