Title: Soft Shadow Volumes for Ray Tracing
1Soft Shadow Volumes for Ray Tracing
Timo Aila Helsinki University of
Technology, Hybrid Graphics Ltd.
Samuli Laine Helsinki University of
Technology, Hybrid Graphics Ltd.
Ulf Assarsson ARTIS, GRAVIR /IMAG
INRIA, Chalmers University of Technology
Jaakko Lehtinen Helsinki University of
Technology, Remedy Entertainment Ltd.
Tomas Akenine-Möller Lund University
2We present
- An algorithm for computing Soft Shadows
- For planar area light sources
- Exactly the same shadows as using shadow rays
- Faster - up to 2 orders of magnitude
- Can compute very high resolution soft shadows
with low extra cost - E.g. allows for 1000 shadow samples per pixel
- Requires computation of silhouettes
- Trivial for polygon-based scenes
3Soft Shadows A Quick Recap
- Area lights give soft shadows
Point light
Area light
Hard shadow
Soft shadow
4Classic solution
Lots of shadow rays per pixel
5Our solution - overview
- Replace the shadow rays
- With soft shadow volume computations
- Plus one reference shadow ray
One shadow ray soft shadow volume computations
Lots of shadow rays per pixel
pixel
pixel
Classic approach Our approach
6Whats a Soft Shadow Volume?
Light source
Shadow caster
Soft Shadow Volume
- Soft Shadow Volume
- A. Volume from which an edge projects onto the
light source - B. Region of penumbra caused by an edge
7Our solution - overview
- Two parts
- from any receiving point p, we need to find
silhouette edges affecting the visibility - A method for computing the visibility from
silhouette information
8Finding potential silhouettes
- Fast method for determining silhouette edges that
overlap light source from p
Arbitrary shadow caster
Arbitrary shadow receiving point p
HOW?
9Hemicube Construction
- Rasterize soft shadow volumes into a hemicube for
each light source
Each cell contains list of edges
Each cell contains list of edges
10Hemicube Construction
- Rasterize soft shadow volumes into a hemicube for
each light source
Wedge marked to all cells it even partially
overlaps ? no artifacts
Each cell contains list of edges
11Hemicube Construction
Wedge marked to all cells it even partially
overlaps ? no artifacts
Each cell contains list of edges
12Hemicube Construction
- Lots of edges does not need to be considered
13Hemicube Construction
- Lots of edges does not need to be considered
Because these edges cannot be silhouettes
projected onto the light source from any point p
14Wedge Creation Criterions
- Wedges are created for all edges that are
silhouettes from any point on the light source - The wedge includes all positions from which the
edge projects onto (occludes) the light source.
15During Rendering
- Hemicube returns a conservative set of edges
- All the necessary edges but also many more
- We only want edges that are
- Silhouettes from p
- Project onto the light source.
- Tested with Point-inside-wedge
- Now we have the silhouette edges from p
16Visibility Reconstruction
- Which light samples si are visible from point p?
- Brute force cast a shadow ray for each si
- Our recipe
- 1. Find silhouette edges between p and light
source - 2. Project them onto light source ? reduces to
2D - 3. Compute relative depth complexity for every
si - 4. Solve visibility with a single shadow ray
- 5. Profit
17Depth Complexity
- Depth complexity of si number of surfaces
between p and si
?
0
Light source as seen from p
Depth complexity function
18From Silhouette Edges to Relative Depth Complexity
- Projected silhouette edges define the first
derivative of the depth complexity function - Hence, relative depth complexity can be solved by
integrating the silhouette edges over the light
source - Integration islinear ? can beperformed oneedge
at a time
19Integration Example
- Left-to-right integration of a triangular
silhouette
0
?
0
Light source as seen from p
Depth complexity function
20Integration Sampling Points
- We dont need the value of the depth complexity
function except at the sampling points si - Sufficient to maintain a depth complexity counter
for each si - Integration find si that are insideupdate
region and update theirdepth complexity counters
21Integration Rules
- Theres a caveat - we only have the edges that
overlap the light source - Loops are not necessarily closed, since parts
outside the light source may be missing
We dont have this edge!
22Integration Rules
- Solution apply special rules to edges that cross
the left side of the light source - This accountsfor potentiallymissing edges
23Integration Optimization
- Place the light samples into uniformly sized
buckets - During integration, only process affected buckets
- Most edges span only one bucket
- We use approx. sqrt(N)buckets for N light
samples - We also process 4 samplesin parallel using SSE
vectorinstructions
24From Relative Depth Complexity to Visibility
- We are not done yet, since the constant of
integration is not known ? cannot solve
visibility - Solution cast a shadow rayray to one si with
lowestrelative depth complexity - If blocked, all si are blocked
- Otherwise, all si with lowest rel.depth
complexity are visible
25Experimental Results
- Comparisons done using a commercial ray tracer
- Turtle by Illuminate Labs
- Enabled heuristic shadow ray casting stop if
first 50 of rays agree - Our method was implemented into this ray tracer
- We use the same ray caster for casting the
reference ray
26Columns 580 triangles, adaptive AA, 960x540
27Formula 60K triangles, adaptive AA, 960x540
28Sponza 109K triangles, adaptive AA, 960x540
29Robots 1.3M triangles, adaptive AA, 960x540
30Ring 374K triangles, adaptive AA, 960x540
31Conclusions
- Fast shadow algorithm in wide range of scenes
- Easy to plug into an existing ray tracer
- Scalability considerations
- Number of light samples excellent ( sqrt M)
- Number of triangles good (silhouettes
N(something 1)) - Output resolution not so good (linear)
- Spatial size of the light source not so good (
linear)
32Future Work
- GPU implementation?
- Improvement of the acceleration structure
- To pump up the edge acceptance ratio (currently lt
10)
33Thanks
Thanks for the cash Bitboys, Hybrid Graphics,
Remedy Entertainment, Nokia, National Technology
Agency of Finland, ATI, Illuminate Labs, French
Ministry of Research, Chalmers, Hans Werthén
foundation, Carl Tryggers foundation, Ernhold
Lundströms foundation, Swedish Foundation for
Strategic Research
34Semi-transparent shadow casters
- Detect the light samples that are occluded only
by semi-transparent occluders - Determine the color for these light samples by
casting shadow rays
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