Perspective Shadow Maps Marc Stamminger REVESINRIA SophiaAntipolis France
- Slides: 26
Perspective Shadow Maps Marc Stamminger REVES/INRIA, Sophia-Antipolis, France now at: Bauhaus-Universität, Weimar, Germany George Drettakis REVES/INRIA, Sophia-Antipolis, France http: //www-sop. inria. fr/reves
shadow maps n Williams, Siggraph ‘ 78 – render scene from light source – shadowing by depth comparison
shadow map aliasing n prone to aliasing when zooming into shadow boundaries single shadow map pixel
shadow map aliasing n perspective aliasing parallel light aliased okay
shadow map aliasing perspective aliasing oversampled – smooth transition aliased n
shadow map aliasing n projection aliasing parallel light
shadow map aliasing projection aliasing oversampled – very local aliased n
previous work n Reeves et al. , Siggraph ’ 87: – “Percentage Closer Filtering” n Tadamura et al. , Visual Computer ’ 01 – “Plural Sunlight Depth Buffers” n Fernando et al. , Siggraph ’ 01: – “Adaptive Shadow Maps”
post-perspective world space perspective transformation
perspective shadow map standard shadow map n perspective shadow map image n
perspective shadow map standard shadow map oversampled n aliased n perspective shadow map
perspective shadow map in post-perspective space n just another shadow map projection n reduces perspective aliasing n regeneration per frame necessary n
light source transformation n parallel light becomes point light
post-perspective world space parallel light transformation
post-perspective world space point light transformation
best case: – parallel light in post-perspective space – no new perspective distortion post-perspective n world space discussion
non-optimal case: – point light close to frustum n worst case: – becomes uniform shadow map post-perspective n world space discussion
near plane selection n near plane as far as possible
near plane selection n automatic selection: reading back depth buffer
shadows from behind n virtually move camera backwards
shadow map window n geometric method to include all necessary objects – details in the paper
results
results n first implementation on an Xbox game developer kit courtesy of Thatcher Ulrich
conclusion n perspective shadow maps – shadow map in post-perspective space – just another shadow map matrix – non-uniform shadow map resolution – needs recomputation per frame – minimal overhead for dynamic scenes
acknowledgements Marie Curie Post-Doctoral Fellowship of the European Union n Bauhaus-Universität Weimar n Lutz Kettner (http: //www. cgal. org) n Frédo Durand n
thank you http: //www-sop. inria. fr/reves
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