An Improved PhysicallyBased Soft Shadow Volume Algorithm - PowerPoint PPT Presentation

1 / 30
About This Presentation
Title:

An Improved PhysicallyBased Soft Shadow Volume Algorithm

Description:

A fast algorithm for rendering physically-based soft ... Stop condition of spilt leaf node. Grid is small enough. Number of wedge in node is small enough ... – PowerPoint PPT presentation

Number of Views:51
Avg rating:3.0/5.0
Slides: 31
Provided by: Edwa159
Category:

less

Transcript and Presenter's Notes

Title: An Improved PhysicallyBased Soft Shadow Volume Algorithm


1
An Improved Physically-BasedSoft Shadow Volume
Algorithm
  • Jaakko Lehtinen,Samuli Laine, and Timo Aila
  • SIGGRAPH 2005
  • Date 8/09/2006
  • Presented by Edward

2
Outline
  • Introduction
  • Soft Shadow in Ray Tracing
  • Soft Shadow Volume for Ray Tracing
  • Hemi-cube footprint
  • Reconstruction of visibility function
  • An Improved Physically-Based Soft Shadow Volume
    Algorithm
  • Wedge BSP Tree
  • Silhouette regions
  • Result
  • Discussion

3
Introduction
  • A fast algorithm for rendering physically-based
    soft shadows in ray tracing-based renderers.
  • This paper speedup the algorithm of previous
    paper.
  • Samuli Laine, Timo Aila, Ulf Assarsson, Jaakko
    Lehtinen and Tomas Akenine-Möller, "Soft Shadow
    Volumes for Ray Tracing", ACM SIGGRAPH 2005.

4
Soft Shadow in Ray Tracing
  • Compute light source visibility by sampling an
    area light source using shadow rays

5
Soft Shadow Volume for Ray Tracing
  • Support shadow ray casting and compute light
    source visibility in ray tracing based rendering
    by soft shadow volume

6
Soft Shadow Volume for Ray Tracing
  • For a given point P, we need
  • Identify the edges which will cut the light
    source from P
  • Compute how many sample fall in the shadow region

7
Soft Shadow Volume for Ray Tracing
  • Method can separate into preprocessing pass and
    run-time pass
  • preprocessing pass
  • Find potential silhouette edges for area light
    source
  • run-time pass
  • For each given point P find actual silhouette
    edges
  • Compute how many sample fall in the shadow region

8
preprocessing pass-potential silhouette edges
  • For each edge define four subspaces by two
    connected triangles.
  • If the light source lies entirely inside the -
    or - subspace, the edge is a potential
    silhouette edge.

9
preprocessing pass -Hemicube footprint
  • In order to quickly find out actual silhouette
    edges in run-time
  • Store wedge footprint in hemi-cube

10
preprocessing pass -Hemicube footprint
  • Use multi-resolution hemicube to reduce memory
    storage

11
run-time pass -find actual silhouette edges
  • For each given point P in scene
  • Step 1 Query wedge list from hemicube
  • Step 2 Test if point P lie inside wedge or not.

12
run-time pass- visibility function
  • Store relative changes of the depth complexity
    function.
  • if and only if sample has zero depth complexity,
    it is visible.

13
run-time pass- visibility function
  • Integration rules for updating the depth
    complexity counters of the light samples edge by
    edge.

14
An Improved Physically-Based Soft Shadow Volume
Algorithm
  • In this paper they propose some different data
    structure to speedup the algorithm.
  • Use BSP tree to replace hemicube structure.
  • Modify the construction of wedge by silhouette
    regions.

15
An Improved Physically-Based Soft Shadow Volume
Algorithm
  • Problem of hemi-cube structure
  • In some case, wedge will cover too much
    unnecessary point by using hemi-cube.

16
wedge BSP tree
  • Instead of hemi-cube structure, they use wedge
    BSP tree.

17
wedge BSP tree
  • In order to reduce memory storage they use lazy
    construction of the wedge BSP Tree.
  • Intermix the construction of the tree with the
    wedge queries, and only subdivide the tree in
    regions that actually receive queries.

18
lazy construction of the wedge BSP Tree
  • preprocessing pass
  • Initialize a tree root node which cover whole
    scene.

19
lazy construction of the wedge BSP Tree
  • run-time pass for each given point
  • Traverse BSP Tree
  • If node is leaf node try to split it.

20
lazy construction of the wedge BSP Tree
  • Stop condition of spilt leaf node
  • Grid is small enough
  • Number of wedge in node is small enough

21
Silhouette regions
  • Beside using BSP tree, they modify the according
    to the silhouette region.

22
Result
23
Result
24
Result
25
Result
26
Result
27
Result
  • The tests were performed on a PC with a 2.8GHz
    Pentium 4 processor and 2GB of memory.

28
Result
29
Discussion
  • This paper only speedup the algorithm of previous
    paper.
  • Use BSP tree data structure to replace hemicube.
  • Modify wedge by silhouette region.
  • Major contribution
  • Lazy construction of wedge BSP tree.

30
  • The End
Write a Comment
User Comments (0)
About PowerShow.com