@inproceedings{OlssonImplShadows2014,
 author = {Ola Olsson and Erik Sintorn and Viktor Kämpe and Markus Billeter and Ulf Assarsson},
 title = {Implementing Efficient Virtual Shadow Maps for Many Lights},
 booktitle = {SIGGRAPH '14: ACM SIGGRAPH 2014 Talks},
 year = {2014},
 location = {Vancouver, Canada},
 publisher = {ACM},
 address = {New York, NY, USA},
 abstract = {In the past few years, several techniques have been presented that
enable real-time shading using many hundreds or thousands of
lights [Harada et al. 2013]. However, only recently has a comprehensive
study including shadows been presented by Olsson et al. [2014],
where real-time performance is achieved for several hundred light
sources with high quality and controllable memory footprint. The
new algorithm uses many modern features of OpenGL and contains
many design choices only described very briefly in the paper. We
present additional details and focus on the practical implementation
aspects of the system, in order to facilitate the implementation of
the algorithm for the game development community.},
}