@incollection{MATTAUSCH-2012-EOV,
title = "Efficient Online Visibility for Shadow Maps",
author = "Oliver Mattausch and Ji{\v r}{\' i} Bittner and Ari
Silvennoinen and Daniel Scherzer and Michael Wimmer",
year = "2012",
abstract = "Standard online occlusion culling is able to vastly improve
the rasterization performance of walkthrough applications by
identifying large parts of the scene as invisible from the
camera and rendering only the visible geometry. However, it
is of little use for the acceleration of shadow map
generation (i.e., rasterizing the scene from the light view
[Williams 78]), so that typically a high percentage of the
geometry will be visible when rendering shadow maps. For
example, in outdoor scenes typical viewpoints are near the
ground and therefore have significant occlusion, while light
viewpoints are higher up and see most of the geometry. Our
algorithm remedies this situation by quickly detecting and
culling the geometry that does not contribute to the shadow
in the final image.",
month = feb,
booktitle = "GPU Pro 3: Advanced Rendering Techniques",
editor = "Wolfgang Engel",
isbn = "978-1439887820",
publisher = "CRC Press",
keywords = "shadow maps, visibility culling",
pages = "233–-242"
}