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Shadow Silhouette Maps Pradeep Sen Mike Cammarano Pat Hanrahan Stanford University Speaker: Alvin Date: 8/24/2003 SIGGRAPH 2003.

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Presentation on theme: "Shadow Silhouette Maps Pradeep Sen Mike Cammarano Pat Hanrahan Stanford University Speaker: Alvin Date: 8/24/2003 SIGGRAPH 2003."— Presentation transcript:

1 Shadow Silhouette Maps Pradeep Sen Mike Cammarano Pat Hanrahan Stanford University Speaker: Alvin Date: 8/24/2003 SIGGRAPH 2003

2 Alivn/GAME LAB/CSIE/NDHUShadow Silhouette Maps2 Outline Introduction Introduction Algorithm Algorithm Result Result Artifacts Artifacts Conclusion & Future Work Conclusion & Future Work

3 Alivn/GAME LAB/CSIE/NDHUShadow Silhouette Maps3 Introduction Silhouette Silhouette Shadow Map Shadow Map Shadow Volume Shadow Volume Shadow Silhouette Map Shadow Silhouette Map SilhouetteGeometry

4 Alivn/GAME LAB/CSIE/NDHUShadow Silhouette Maps4 Shadow Map

5 Alivn/GAME LAB/CSIE/NDHUShadow Silhouette Maps5 Shadow Map

6 Alivn/GAME LAB/CSIE/NDHUShadow Silhouette Maps6 Shadow Volume

7 Alivn/GAME LAB/CSIE/NDHUShadow Silhouette Maps7 Shadow Volume

8 Alivn/GAME LAB/CSIE/NDHUShadow Silhouette Maps8 Shadow Silhouette Map Shadow Map + Silhouette Information Shadow Map + Silhouette Information

9 Alivn/GAME LAB/CSIE/NDHUShadow Silhouette Maps9 Outline Introduction Introduction Algorithm Algorithm Result Result Artifacts Artifacts Conclusion & Future Work Conclusion & Future Work

10 Alivn/GAME LAB/CSIE/NDHUShadow Silhouette Maps10 Algorithm Criteria Criteria Abstract Abstract Input Input Depth Test & Shadow Configurations Depth Test & Shadow Configurations Generating the Silhouette Map Generating the Silhouette Map Shadow Rendering Shadow Rendering

11 Alivn/GAME LAB/CSIE/NDHUShadow Silhouette Maps11 Criteria The representation must guarantee a continuous shadow boundary. The representation must guarantee a continuous shadow boundary. The information has to be easy to store in a texture. The information has to be easy to store in a texture.  There is only one silhouette point in each texel; only the last point will be stored.

12 Alivn/GAME LAB/CSIE/NDHUShadow Silhouette Maps12 Abstract

13 Alivn/GAME LAB/CSIE/NDHUShadow Silhouette Maps13 Input Shadow Map Shadow Map Silhouette Edge (Geometry Information) Silhouette Edge (Geometry Information)

14 Alivn/GAME LAB/CSIE/NDHUShadow Silhouette Maps14 Depth Test & Shadow Configurations

15 Alivn/GAME LAB/CSIE/NDHUShadow Silhouette Maps15 Generating the Silhouette Map

16 Alivn/GAME LAB/CSIE/NDHUShadow Silhouette Maps16 Generating the Silhouette Map

17 Alivn/GAME LAB/CSIE/NDHUShadow Silhouette Maps17 Shadow Rendering

18 Alivn/GAME LAB/CSIE/NDHUShadow Silhouette Maps18 Outline Introduction Introduction Algorithm Algorithm Result Result Artifacts Artifacts Conclusion & Future Work Conclusion & Future Work

19 Alivn/GAME LAB/CSIE/NDHUShadow Silhouette Maps19 Result (Left) Standard shadow map. (Center) Shadow volumes. (Right) Silhouette map.

20 Alivn/GAME LAB/CSIE/NDHUShadow Silhouette Maps20 Result

21 Alivn/GAME LAB/CSIE/NDHUShadow Silhouette Maps21 Result

22 Alivn/GAME LAB/CSIE/NDHUShadow Silhouette Maps22 Result

23 Alivn/GAME LAB/CSIE/NDHUShadow Silhouette Maps23 Result Scene fill: The number of fragments rendered to draw the scene without shadows. Volume fill: The number of fragments drawn when rendering the shadow volume geometry. Silhouette fill: The number of fragments that pass through silhouette. O: The ratio of volume fill to scene fill is the overdraw factor O. P: The ratio of silhouette fill to scene fill is the percentage P.

24 Alivn/GAME LAB/CSIE/NDHUShadow Silhouette Maps24 Outline Introduction Introduction Algorithm Algorithm Result Result Artifacts Artifacts Conclusion & Future Work Conclusion & Future Work

25 Alivn/GAME LAB/CSIE/NDHUShadow Silhouette Maps25 Artifacts

26 Alivn/GAME LAB/CSIE/NDHUShadow Silhouette Maps26 Artifacts

27 Alivn/GAME LAB/CSIE/NDHUShadow Silhouette Maps27 Outline Introduction Introduction Algorithm Algorithm Result Result Artifacts Artifacts Conclusion & Future Work Conclusion & Future Work

28 Alivn/GAME LAB/CSIE/NDHUShadow Silhouette Maps28 Conclusion & Future Work Significantly improves the quality of shadow mapped images. Significantly improves the quality of shadow mapped images. Simple and runs in real time. Simple and runs in real time. Finding the better silhouette representations out. Finding the better silhouette representations out. Extending to soft shadow algorithms. Extending to soft shadow algorithms. Implementing the algorithm in hardware. Implementing the algorithm in hardware.


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