
2. Tile-Based Omnidirectional Shadows 335
160
140
120
100
80
60
40
20
Time (ms)
0
1
Number of Lights
128
Tiled Cube
643216842
Figure 2.7. Frame times of tiled versus cube technique with an increasing number of
shadow-casting point light sources.
18000
16000
14000
12000
10000
8000
6000
4000
2000
Number of Draws
0
1
Number of Lights
128
Tiled Cube
643216842
Figure 2.8. Number of CPU submitted draw calls to render shadow maps in tiled and
cube technique with an increasing number of shadow-casting point lights.
doing a hardware texture lookup in a cube map is faster than doing the proposed
lookup, this is not true for performing PCF to produce soft shadows. While for