Anti-aliasing and Continuity using Trapezoidal Shadow Maps - PowerPoint PPT Presentation

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Anti-aliasing and Continuity using Trapezoidal Shadow Maps

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Title: Anti-aliasing and Continuity using Trapezoidal Shadow Maps


1
Anti-aliasing and ContinuityusingTrapezoidal
Shadow Maps
  • Speaker Tobias Martin
  • Co-Author Tiow-Seng Tan
  • National University of Singapore

Standard Shadow Maps
2
Content
  • Shadows in Computer Graphics
  • Standard Shadow Maps (SSM)
  • Problems with SSM
  • Problem 1 Aliasing/Resolution
  • Problem 2 Polygon Offset
  • Problem 3 Continuity
  • Trapezoidal Shadow Maps
  • Conclusion

3
Shadows in Computer Graphics
  • Why?
  • Spatial relationship between objects is better
    perceivable
  • Realism is enhanced
  • Our Requirements
  • Robust shadows in real-time

(Screenshots taken from shadowcast.exe by Mark
J. Kilgard, NVIDIA)
4
Standard Shadow Maps (SSM)
  • 1. Shadow Map Generation
  • Transform scene into post-perspective space (PPS)
    of light, i.e. vL PL ? CL ? W ? v
  • Render scene from this space
  • Copy depth buffer into shadow map
  • 2. Shadow Determination
  • Render scene in eyes PPS and perform shadow test
    per-fragment
  • Fragment is in shadow iff zp gt shadowmapxp, yp,
    where xp, yp and zp is fragment in PPS of light

(Screenshots taken from shadowcast.exe by Mark
J. Kilgard, NVIDIA)
5
Standard Shadow Maps (SSM)
  • Problem 1 Resolution ProblemJagged shadow
    boundary appears due to low resolution in shadow
    map
  • ? Trivial solutionIncrease shadow map size to
    increase resolution improve quality

6
Standard Shadow Maps (SSM)
  • Problem 2 Polygon OffsetDue to finite
    precision, surfaces can cast wrong shadows on
    themselves
  • ?Practical Solution Adding offset to depth
    values to move shadow slightly away from light

7
Current Solutions
  • Problem 3 Continuity (1)
  • Straightforward approximation can result in
    shadow discontinuities
  • e.g. in Perspective Shadow Maps (PSM)Stamminger
    and Drettakis 2002
  • e.g. in the Bounding Box Approximation (BB)
    Brabec et al. 2002

Frame i 1
Frame i
8
Current Solutions
  • Problem 3 Continuity (2)
  • What happens if shadow map depends on dynamic
    scene geometry?

light
light
scenes bounding box
eye
eye
scenes bounding box
n frames later
?expanded hull contains shadow occluders
?shadow map quality worsened
?tight hull contains shadow occluders ?good
shadow map quality
9
Trapezoidal Shadow Maps (TSM)
  • Solution to Problem 1 (Resolution)
  • Shadow map generation focuses on area potentially
    visible to the eye
  • Solution to Problem 2 (Polygon Offset)
  • Depth values are preserved, so that problem is
    not worsened
  • Solution to Problem 3 (Continuity)
  • Frame coherent technique resulting in a
    continuous change in shadow map resolution

10
Trapezoidal Shadow Maps (TSM)
PPSof light
NT
A
trapezoidal space
Shadow map resolution is increased
Shadow aliasing is reduced
11
Trapezoidal Shadow Maps (TSM)
  • Solution to Problem 1
  • SSM algorithm is slightly modified
  • Calculate shadow map in the trapezoidal space,
    and perform the shadow test there as well,
    i.e.vT NT ? PL ? CL ? W ? v
  • ?Except for the calculation of NT the algorithm
    can completely be mapped to graphics hardware!

12
Trapezoidal Shadow Maps (TSM)
  • Side effect of the trapezoidal transformation

(b)
(a)
Non-uniform distribution
Uniform distribution
  • a) Approximation of an eye's frustum with a
    trapezoid
  • b) Applying NT may lead to severe polygon offset
    problems
  • ? Different distribution of z-values require
    different offsets

13
Trapezoidal Shadow Maps (TSM)
  • Solution to (worsened) Problem 2
  • Apply NT only to the x- and y-values
  • Maintain z in PPS of light
  • ? Store (xT , yT , zL) in the shadow map

Simply applying NT
Applying modified NT
14
Trapezoidal Shadow Maps (TSM)
  • 1st pass (Shadow Map Generation)
  • Vertex stage
  • vT NT ? PL ? CL ? W ? v
  • vL PL ? CL ? W ? v
  • Fragment stage
  • shadowmapxT, yT zL instead of zT
  • ?Use additional texture coordinate vL and replace
    zT with zL per fragment

15
Trapezoidal Shadow Maps (TSM)
  • 2nd pass (Shadow Determination)
  • Vertex stage
  • vE PE ? CE ? W ? v
  • vT NT ? PL ? CL ? W ? v
  • vL PL ? CL ? W ? v
  • Fragment stage
  • Fragment in shadow iff zL gt shadowmapxT, yT
  • ? Use additional texture coordinate vL and use zL
    for shadow map comparison

16
Trapezoidal Shadow Maps (TSM)
  • Solution to Problem 3
  • Base and Top Lines

Center Line
2D-Convex Hull
Base Top Line
l
lt
lb
CHE
  • Center line governs the choices of top and base
    line ? top and base line transit smoothly from
    frame to frame

17
Trapezoidal Shadow Maps (TSM)
  • Side Lines 80 rule governs the choices

0
Focus region of the eye
80 line
Trapezoidal approximation in L
Trapezoidal space due to 80 rule
18
Trapezoidal Shadow Maps (TSM)
q
  • Calculate NT that pL is mapped to 80 line in T
  • Calculate q using 1D perspective projection

map to y1
?
lt
map to y?
?
pL
?
map to y-1
E
lb
l
  • (Minus signs in the proceedings got eaten up by
    the printer)

19
Trapezoidal Shadow Maps (TSM)
20
Trapezoidal Shadow Maps (TSM)
  • Indication for Continuity
  • Plot of the total area covered by focus region in
    shadow map
  • Change in frustum are color encoded

21
Trapezoidal Shadow Maps (TSM)
light
light
light
  • General case
  • Eyes frustum E is not completely within then
    lights frustum L
  • Algorithm can be easily adjusted
  • Singularities are avoided

eye
eye
eye
22
Results
  • Fantasy World
  • BB vs. PSM vs. TSM
  • Urban Model
  • PSM vs. TSM

23
Conclusion
  • TSM addresses
  • Resolution Problem
  • Polygon Offset Problem
  • Continuity Problem
  • following the 3 principles
  • Effectiveness of 80 rule
  • Simplicity which is difficult to achieve
  • Continuity rather than correctness
  • Q and A

TSM
http//www.comp.nus.edu.sg/tants/tsm.html
24
Literature
  • BRABEC, S., ANNEN T., AND SEIDEL, H. 2002.
    Practical Shadow Mapping. Journal of Graphics
    Tools 7(4), 918.
  • CROW, F. C. 1977. Shadow Algorithms for Computer
    Graphics. In
  • Proceedings of SIGGRAPH 1977, 242248.
  • STAMMINGER, M., AND DRETTAKIS, G. 2002.
    Perspective Shadow Maps.
  • WILLIAMS, L. 1978. Casting curved shadows on
    curved surfaces. In
  • Proceedings of SIGGRAPH 1978, 270274.
  • WOO, A., POULIN, P., AND FOURNIER, A. 1990. A
    survey of shadow algorithms. IEEE Computer
    Graphics and Applications, 10(6), 1332.
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