Alias-Free Shadow Maps - PowerPoint PPT Presentation

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Alias-Free Shadow Maps

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Project each visible sample to light source. Determine shadow term using shadow map. Points where the depth is computed/known. Points where the depth is queried ... – PowerPoint PPT presentation

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Title: Alias-Free Shadow Maps


1
Alias-Free Shadow Maps
  • Timo Aila
  • Samuli Laine
  • Helsinki University of Technology

2
Outline
  • Brief intro to shadow mapping
  • positive/negative features
  • what is the fundamental problem?
  • Our solution
  • properties, performance
  • Future work
  • QA

3
Shadow maps Williams78
  • Widely used
  • Simple
  • General (anything that can be rasterized)
  • Aliasing artifacts

4
Aliasing resolution issues
Sen et al. 2003
5
Aliasing incorrect self-shadowing
6
Step 1. From light source
  • Compute a shadow map(z-buffer)
  • Dots are sampling points
  • depth known only at these points

7
Step 2. From camera
  • Samples vs. pixels
  • Project each visible sample to light source
  • Determine shadow term using shadow map

8
Shadow map sampling points
?
Points where the depth is computed/known
Points where the depth is queried
9
Idea why not do it right?
  • Project screen-space samples to image plane of
    light source
  • Rasterize blocker geometry using them as sampling
    points
  • Depth known at correct positions ?
  • same result as shadow rays

10
Rasterization
  • Q How to rasterize using irregular sampling
    points?

blocker
11
Rasterization depth test
  • Test if sampling point covered
  • we use edge functions Pineda88
  • Depth test
  • Lets make it practical!
  • hierarchical processing of sampling points
  • we use axis-aligned 2D BSP

12
Properties
  • Resolution issues disappear
  • Bias term independent of scene
  • Semi-transparent shadow receivers
  • simply transform multiple samples per pixel
  • Semi-transparent shadow casters
  • can modulate the RGB color of shadows

13
Performance (1/2)
  • Scalability random triangles _at_ 1024x768
  • transformation of samples 130ms
  • BSP construction 400ms
  • rasterization
  • 1K 10K 100K 1M
  • 145ms 381ms 1568ms 8102ms

14
Performance (2/2)
  • 2.9M semi-transparent shadow casting tris _at_
    1536x1088 12.6s/frame
  • Plenty of room for optimizations

15
Future work
  • GPU implementation
  • are HW modifications needed?
  • many options, probably not BSP
  • Soft shadows
  • Smoothies Penumbra maps should work
  • soft shadow volumes with shadow maps?
  • new physically-based methods?
  • Applications in ray tracing?

16
Concurrent work
The Irregular Z-Buffer and its Application to
Shadow Mapping, Gregory S. Johnson, William R.
Mark, and Christopher A. Burns, The University of
Texas at Austin, Department of Computer Sciences.
Technical Report TR-04-09, April, 2004.
  • Same core idea
  • Different implementation
  • Propose hardware modifications

17
Thank you!
  • Questions?
  • Acknowledgements
  • 3DR group at Helsinki University of Tech.
  • Jukka Arvo, Ville Miettinen, Tim Weyrich
  • The National Technology Agency of Finland,
    Bitboys, Hybrid Graphics, Nokia, Remedy
    Entertainment.
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