Prefiltered Single Scattering Oliver Klehm MPI Informatik HansPeter
- Slides: 29
Prefiltered Single Scattering Oliver Klehm, MPI Informatik Hans-Peter Seidel, MPI Informatik Elmar Eisemann, TU Delft
Motivation Photo by Frédo Durand 2
Shadow Map near far 3
Assumptions: • Single scattering 4
Shadow Map Assumptions: • Single scattering • Homogeneous medium 5
Shadow Map 6
Shadow Map How to do this efficiently? Naïve: O(w*h * d) w*h pixels, d integration steps 7
Link to Percentage Closer Filtering Light direction Visibility function V V(d, z. S) 8
Shadow Mapping Light direction p z Shadow Map 0 d(x') z(p) Visibility function V(d, z) 1 d(x) 0 -1 -1 0 d(x')-z(p) 1 1 x 9
Convolution Shadow Maps Approximate visibility function with truncated Fourier series [Annen et al. 2007] +a 2 +. . +a 4 +. . +a 8 +. . +a 16 10
Convolution Shadow Maps Filtering V(d, zs ) = ai(d) Bi(zs ) Shadow Map z 0 V(d, zs ) = (1+1+0+0+0) d 11
Convolution Shadow Maps Filtering V(d, zs ) = ai(d) Bi(zs ) Only depends on depths in SM • Compute Bi(zs) Shadow Map • Filter Bi Filtering without knowledge of shading point! • Compute ai(d) • Fetch filtered Bi , compute ai Bi At shading time d 12
Filtering for camera rays V(d, zs ) = ai(d) Bi(zs ) Shadow Map Bi Maps Filter Kernel S=1 N d (constant for entire ray) camera ray 13
Filtering for camera rays V(d, zs ) = ai(d) Bi(zs ) Shadow Map Bi Maps camera ray N? camera ray 14
Prefix Sum-like Filtering Bi Map Filtered Bi Map camera ray 15
Filtering for camera rays V(d, z. S) = ai(d. S) Bi(z. S) Shadow Map d 2 d 7 d 11 d 16 d 21 16
Rectified Shadow Map Light direction 17
Rectified Shadow Map Light direction 18
Rectified Shadow Map Light direction 19
Rectified Shadow Map Light direction 20
Rectified Shadow Map 21
Wrap up 22
Video 23
Related Work • Complexity: (w*h pixels, d*a shadow map, allowing for d marching-steps) • Ray-marching: O(w*h * d) • Tree-based structures on rectified shadow map • [Baran et al. 2010] “A hierarchical volumetric shadow algorithm for single scattering” • [Chen et al. 2011] “Realtime volumetric shadows using 1 d min-max mipmaps” • Tree average: O(w*h * log d + a*d) • Tree worst: O(w*h * d + a*d) O(w*h * C + a*d) + C * a*d ) • Ours: (C basis functions) 24
Comparison 25
Limitations • Light dependent falloff functions • Local light sources • Degenerated cases of perspective projection • Ringing artifacts (similar to convolution shadow maps) 26
Limitations • Ringing artifacts (similar to convolution shadow maps) 27
Nitty Gritty Details (in the paper) • Not average visibility, but medium attenuation? • Add weights to filtering • Other visibility linearization methods? • Exponential shadow maps • Variance shadow maps • Exponential variance shadow maps • Fast prefix-sum-like filtering? 28
Conclusions • Volumetric single scattering - constant time per pixel • Purely image-based, no scene dependence • New light projection for rectified shadow map • Fast, high-quality effects 2. 2 ms 30 fps 29
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