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Shadows News

The latest Shadows coverage curated for game developers.

DiffusionShadow: Diffusion-based Shadow Caching for Neural Volume Rendering

arXiv cs.GR details DiffusionShadow, a diffusion-based cache for neural volume rendering shadows. The method packs many precomputed shadow INRs into one model conditioned on light direction, cutting storage while keeping …

Research arXiv cs.GR · 1 week ago
Custom SRP 7.2 Separate Shadow Passes

Catlike Coding Unity details a refactor that splits shadow work out of LightingPass and into dedicated render graph passes. The change keeps visuals identical, but makes the pipeline cleaner by …

Blog Catlike Coding Unity · 2 weeks, 3 days ago
Custom SRP 7.1.0 Splitting Shadow Code

Catlike Coding Unity is splitting its custom SRP shadow code into a dedicated OtherShadows path for point and spot lights. The refactor keeps behavior unchanged, but it makes the atlas, …

Blog Catlike Coding Unity · 1 month, 2 weeks ago
Directed Distance Fields for Constant-Time Ray Queries on Gaussian Splatting

A 52 MB neural field can turn a trained 3D Gaussian Splatting scene into a constant-time ray oracle, which is a big deal for secondary rays. The paper reports 26–72x …

Research arXiv cs.GR · 4 months ago