GDC Europe 2016 Schedule

View, browse and sort the ever-growing list of GDC Europe sessions by pass type, track, and format. With GDC Europe Session Scheduler, you can build your schedule in advance and access it during the show via export or with the GDC Europe Mobile App. Sessions do fill up, so please arrive early to sessions that you would like to attend. Adding a session to your schedule does not guarantee you a seat.

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  • Rendering Antialiased Shadows with Moment Shadow Mapping

    Location:  Congress Saal 3, 4th Level
    Format: Lecture
    Track: Programming
    Pass Type: Student Pass, All Access Pass - Get your pass now!
    Vault Recording: Video
    Audience Level: Intermediate

    Shadow map aliasing is a common artifact in games. Moment shadow maps can improve on this situation. Similar to exponential variance shadow maps, they can be filtered and antialiased directly. However, they offer reduced light leaking and greater robustness at comparable cost. Since they scale well to high output resolutions, they are particularly attractive for virtual reality and 4K rendering.

    The session will explain when to utilize moment shadow maps, how they work and how to implement them. It will also explain how they can be used to render contact-hardening soft shadows with large penumbrae and convincing crepuscular rays.


    Attendees will learn the circumstances under which their games can benefit from moment shadow mapping, best practice for their implementation and how they can be used for filtered hard shadows, shadows for translucent occluders, soft shadows and crepuscular rays.

    Intended Audience

    The indended audience for this talk is graphics programmers who are looking for new ways to improve the visual fidelity of their games. The talk includes a recap of shadow mapping basics, however some prior experience with shadow mapping is recommended for attendees.