AliasFree Shadow Maps Timo Aila Samuli Laine Helsinki
- Slides: 17
Alias-Free Shadow Maps Timo Aila Samuli Laine Helsinki University of Technology
Outline n Brief intro to shadow mapping ¡ ¡ n Our solution ¡ n n positive/negative features what is the fundamental problem? properties, performance Future work Q&A
Shadow maps [Williams 78] n Widely used Simple General (anything that can be rasterized) n Aliasing artifacts n n
Aliasing: resolution issues [Sen et al. 2003]
Aliasing: incorrect self-shadowing
Step 1. From light source: n n Compute a shadow map (z-buffer) Dots are sampling points ¡ depth known only at these points
Step 2. From camera: n n n Samples vs. pixels Project each visible sample to light source Determine shadow term using shadow map
Shadow map sampling points Points where the depth is queried Points where the depth is computed/known
Idea: why not do it right? 1. 2. n Project screen-space samples to image plane of light source Rasterize blocker geometry using them as sampling points Depth known at correct positions ¡ same result as shadow rays
Rasterization n Q: How to rasterize using irregular sampling points? blocker
Rasterization + depth test 1. Test if sampling point covered ¡ 2. we use edge functions [Pineda 88] Depth test Let’s make it practical! ¡ ¡ hierarchical processing of sampling points we use axis-aligned 2 D BSP
Properties n n n Resolution issues disappear Bias term independent of scene Semi-transparent shadow receivers ¡ n simply transform multiple samples per pixel Semi-transparent shadow casters ¡ can modulate the RGB color of shadows
Performance (1/2) n Scalability: random triangles @ 1024 x 768: ¡ ¡ ¡ transformation of samples: ~130 ms BSP construction: ~400 ms rasterization: 1 K 145 ms 10 K 381 ms 100 K 1568 ms 1 M 8102 ms
Performance (2/2) n n 2. 9 M semitransparent shadow casting tris @ 1536 x 1088: 12. 6 s/frame Plenty of room for optimizations
Future work n GPU implementation ¡ ¡ n Soft shadows ¡ ¡ ¡ n are HW modifications needed? many options, probably not BSP Smoothies & Penumbra maps should work soft shadow volumes with shadow maps? new physically-based methods? Applications in ray tracing?
Concurrent work ”The Irregular Z-Buffer and its Application to Shadow Mapping”, Gregory S. Johnson, William R. Mark, and Christopher A. Burns, The University of Texas at Austin, Department of Computer Sciences. Technical Report TR-04 -09, April, 2004. n n n Same core idea Different implementation Propose hardware modifications
Thank you! n Questions? n Acknowledgements ¡ ¡ ¡ 3 DR group at Helsinki University of Tech. Jukka Arvo, Ville Miettinen, Tim Weyrich $$ The National Technology Agency of Finland, Bitboys, Hybrid Graphics, Nokia, Remedy Entertainment.
- Timo aila
- Timo aila
- Ray tracing soft shadows
- Samuli laine
- Sociologisk teori samfundsfag
- Aila hartikainen
- Shadow maps
- Stumour
- Perspective shadow maps
- Variance shadow mapping
- Device driver does not support hardware shadow maps
- Sample distribution shadow maps
- Samuli viitala
- Google reittihaku
- David laine
- Kobe bryant childhood facts
- Miks me ei taju osake-laine dualismi mikromaailmas?
- Marie madeleine son petit jupon de laine