Alias-Free Shadow Maps

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Presentation transcript:

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

Outline Brief intro to shadow mapping Our solution Future work Q&A positive/negative features what is the fundamental problem? Our solution properties, performance Future work Q&A

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

Aliasing: resolution issues [Sen et al. 2003]

Aliasing: incorrect self-shadowing

Step 1. From light source: Compute a shadow map (z-buffer) Dots are sampling points depth known only at these points

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

Shadow map sampling points  Points where the depth is queried Points where the depth is computed/known

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

Rasterization Q: How to rasterize using irregular sampling points? blocker

Rasterization + depth test Test if sampling point covered we use edge functions [Pineda88] Depth test Let’s make it practical! hierarchical processing of sampling points we use axis-aligned 2D BSP

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

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

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

Future work GPU implementation Soft shadows 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?

Concurrent work Same core idea Different implementation ”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

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.