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Dynamic Parallax Occlusion Mapping with Approximate Soft Shadows

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Dynamic Parallax Occlusion Mapping with Approximate Soft Shadows. Natalya Tatarchuk ... Heuristically approximate the size of penumbra for the occluded pixel ... – PowerPoint PPT presentation

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Title: Dynamic Parallax Occlusion Mapping with Approximate Soft Shadows


1
Dynamic Parallax Occlusion Mapping with
Approximate Soft Shadows
  • Natalya Tatarchuk
  • I3D 2006
  • Presented by ???

2
Outline
  • Introduction
  • Related Work
  • Parallax Occlusion Mapping (POM)
  • Height Field-Ray Intersection
  • Soft Shadows
  • Result
  • Conclusion

3
Introduction -1
  • Motivation
  • Creating a realistic scene without rendering a
    complex geometry.
  • Earlier Work
  • Bump Mapping Blinn 1978
  • Displacement Mapping Cook 1984

4
Introduction -2
  • Displacement Mapping
  • In ray-tracing based approach
  • High computational costs
  • Adapt poorly to programmable GPU
  • In image-warping techniques
  • Perspective-correct geometry
  • Require precomputed visibility data
  • Large memory footprint
  • Hard to integrate into GPU pipeline

5
Introduction -3
  • Inverse Displacement Mapping
  • Take advantage from novel GPU pixel pipeline
  • Lack of correct object silhouettes
  • Accurate silhouettes can generated by using
    view-dependent displacement data
  • In this paper
  • Present a significant improvement in rendering
    quality for production level results

6
Introduction -4
  • Contributions in this paper
  • High precision computation algorithm for critical
    height field-ray intersection
  • Real-time computation of soft shadows due to
    object self-occlusions
  • Adaptive LOD control system for controlling
    shader complexity

7
Related Work -1
  • Horizon mapping technique Max 1988
  • Allows shadowing bump map using precomputed
    visibility maps
  • Inexpensive
  • Excessive surface flattening at grazing angles
  • Precomputed 3D distance map Donnelly 2005
  • Create 3D distance map for rendering
  • Texture fetches latency -gt not applicable

8
Related Work -2
  • Relief Mapping Policarpo et al. 2005
  • Mapping relief data in tangent space for
    per-pixel displacement mapping
  • Take excellent advantage form GPU
  • Generate dynamic lighting with self-occlusion,
    shadows, motion parallax
  • Strong aliasing and excessive flattening at steep
    viewing angles

9
Related Work -3
  • LOD control systems
  • A LOD system for bump mapped surfaces Fournier
    92
  • Automatic shader simplification which uses
    controllable parameters Olano et al. 2003
  • Distance
  • Size
  • Importance
  • Given hardware limits

10
POM Height FieldRay Intersection -1
  • Determine the intersection point C
  • Linear search
  • Binary search

11
POM Height FieldRay Intersection -2
  • Simply using a linear search
  • Requires higher precision for the root-finding
  • More samples for higher-frequency high field
  • Sample size controlled by artists or automatic
    controlled by a linear function

12
POM Height FieldRay Intersection -3
13
POM Soft Shadows -1
  • Substituting the Lts for the Vts, cast ray again
  • Compare the intersection of the point with the
    original displaced point
  • Generates hard shadows which can display aliasing
    artifacts in some scenes

14
POM Soft Shadows -2
  • Sample n samples h1 hn along the light
    direction ray

15
POM Soft Shadows -3
  • Heuristically approximate the size of penumbra
    for the occluded pixel
  • Compute the blocker-to-receiver ratio

16
POM Soft Shadows -4
  • Compute penumbra coefficient
  • Scaling the contribution of each sample by
    distance of the sample from h0
  • Using the maximum value sampled
  • Apply during lighting computation
  • Compute soft shadows only for areas which are
    actually facing the light source

17
POM Soft Shadows -4
  • Relief Map Parallax Occlusion Map

18
POM Adaptive LOD Control SYS
  • Provide a rendering optimization and smooth
    transition
  • Lowest LOD is rendered using bump mapping
  • Determine mip level and compare with threshold
  • Expose the threshold to the artists

19
Result -1 (Compare with original model)
20
Result -2 (LOD SYS)
21
Result -3(Comapre with Bump Map - LOD 0)
22
Result -4(Compare with Relief Map)
23
Conclusion
  • DEMO ToyShop
  • Contribution
  • Limitation
  • Lack of detailed silhouettes
  • Provide a high level of directability to the
    artist
  • Improve visual quality over the previous
    approaches
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