The UNIVERSITY of NORTH CAROLINA at CHAPEL HILL Soft Shadows using Hardware Cameras Kyle Moore COMP 870.

Slides:



Advertisements
Similar presentations
Exploration of advanced lighting and shading techniques
Advertisements

Ray Tracing Depth Maps Using Precomputed Edge Tables Kevin Egan Rhythm & Hues Studios.
An Optimized Soft Shadow Volume Algorithm with Real-Time Performance Ulf Assarsson 1, Michael Dougherty 2, Michael Mounier 2, and Tomas Akenine-Möller.
Parallax-Interpolated Shadow Map Occlusion
Ray tracing. New Concepts The recursive ray tracing algorithm Generating eye rays Non Real-time rendering.
Exploration of bump, parallax, relief and displacement mapping
Computer graphics & visualization Global Illumination Effects.
Week 10 - Monday.  What did we talk about last time?  Global illumination  Shadows  Projection shadows  Soft shadows.
CLASS 9 ADVANCE RENDERING RAY TRACING RADIOSITY LIGHT FIELD CS770/870.
Two Methods for Fast Ray-Cast Ambient Occlusion Samuli Laine and Tero Karras NVIDIA Research.
Shadow and Shadow Maps [5]. Object without shadow seem floating above the scene Shadow gives the depth information Shadow gives the information of the.
CSE 872 Dr. Charles B. Owen Advanced Computer Graphics1 Ray Tracing Variants Distributed ray tracing Generalized rays Cone Tracing Beam Tracing Pencil.
Mesostructure Rendering Techniques
Rasterization and Ray Tracing in Real-Time Applications (Games) Andrew Graff.
A Survey of Real-time Soft Shadows Algorithms Speaker: Alvin Date: 2003/7/23 EUROGRAPHICS 2003 J.-M. Hasenfratz, M. Lapierre, N. Holzschuch and F.X. Sillion.
Computer Graphics (Fall 2005) COMS 4160, Lecture 21: Ray Tracing
Shadow Silhouette Maps Pradeep Sen, Mike Cammarano, Pat Hanrahan Stanford University.
A Real-Time Soft Shadow Volume Algorithm DTU Vision days Tomas Akenine-Möller Department of Computer Engineering Chalmers University of Technology Sweden
(conventional Cartesian reference system)
A Geometry-based Soft Shadow Volume Algorithm using Graphics Hardware Speaker: Alvin Date:2003/7/23 SIGGRAPH 2003 Ulf Assarsson Tomas Akenine-Moller.
3D Graphics Processor Architecture Victor Moya. PhD Project Research on architecture improvements for future Graphic Processor Units (GPUs). Research.
1 Dynamic Shadows and Lighting for Walkthrus of Large Models Brandon Lloyd COMP 258 December 2002.
Shadow Algorithms Gerald Matzka Computer Science Seminar.
Approximate Soft Shadows on Arbitrary Surfaces using Penumbra Wedges Tomas Akenine-Möller Ulf Assarsson Department of Computer Engineering, Chalmers University.
Creating soft shadows Computer Graphics methods Submitted by: Zusman Dimitry.
Acceleration on many-cores CPUs and GPUs Dinesh Manocha Lauri Savioja.
Paper by Alexander Keller
Real-Time Ray Tracing 3D Modeling of the Future Marissa Hollingsworth Spring 2009.
The UNIVERSITY of NORTH CAROLINA at CHAPEL HILL Introduction to Modeling Fluid Dynamics 1.
Computer Graphics Shadows
1 A Hierarchical Shadow Volume Algorithm Timo Aila 1,2 Tomas Akenine-Möller 3 1 Helsinki University of Technology 2 Hybrid Graphics 3 Lund University.
Advanced Computer Graphics Bas Zalmstra Marries van de Hoef Tim de Jager.
Shadows Computer Graphics. Shadows Shadows Extended light sources produce penumbras In real-time, we only use point light sources –Extended light sources.
Aaron Schultz. Idea: Objects close to a light shadow those far away. Anything we can see from the light’s POV is lit. Everything hidden is dark. Distance.
Ray Tracing and Photon Mapping on GPUs Tim PurcellStanford / NVIDIA.
Technology and Historical Overview. Introduction to 3d Computer Graphics  3D computer graphics is the science, study, and method of projecting a mathematical.
Advanced Computer Graphics March 06, Grading Programming assignments Paper study and reports (flipped classroom) Final project No written exams.
David Luebke10/9/2015 CS 551 / 645: Introductory Computer Graphics David Luebke
MIT EECS 6.837, Durand and Cutler Real-Time Shadows.
Recursion and Data Structures in Computer Graphics Ray Tracing 1.
Parallel Ray Tracer Computer Systems Lab Presentation Stuart Maier.
Sample Based Visibility for Soft Shadows using Alias-free Shadow Maps Erik Sintorn – Ulf Assarsson – uffe.
- Laboratoire d'InfoRmatique en Image et Systèmes d'information
CS 325 Introduction to Computer Graphics 03 / 29 / 2010 Instructor: Michael Eckmann.
Global Illumination. Local Illumination  the GPU pipeline is designed for local illumination  only the surface data at the visible point is needed to.
Ray Tracing Fall, Introduction Simple idea  Forward Mapping  Natural phenomenon infinite number of rays from light source to object to viewer.
Low Latency Rendering with Dataflow Architectures EngD Project Sebastian Friston Supervisor: Anthony Steed.
Su-ting, Chuang 1. Outline Introduction Related work Hardware configuration Detection system Optimal parameter estimation framework Conclusion 2.
Bounding Volume Hierarchy. The space within the scene is divided into a grid. When a ray travels through a scene, it only passes a few boxes within the.
11/24/ :45 Graphics II Shadow Maps Reflections Session 5.
Soft Shadow Volumes for Ray Tracing
Real-Time Dynamic Shadow Algorithms Evan Closson CSE 528.
Shadows David Luebke University of Virginia. Shadows An important visual cue, traditionally hard to do in real-time rendering Outline: –Notation –Planar.
Ray Tracing by GPU Ming Ouhyoung. Outline Introduction Graphics Hardware Streaming Ray Tracing Discussion.
Su-ting, Chuang 1. Outline Introduction Related work Hardware configuration Finger Detection system Optimal parameter estimation framework Conclusion.
David Luebke3/12/2016 Advanced Computer Graphics Lecture 3: More Ray Tracing David Luebke
1 Georgia Tech, IIC, GVU, 2006 MAGIC Lab Rossignac Shadows & occlusion  Shadow - occlusion duality  Floor shadows.
Toward Real-Time Global Illumination. Global Illumination == Offline? Ray Tracing and Radiosity are inherently slow. Speedup possible by: –Brute-force:
Toward Real-Time Global Illumination. Project Ideas Distributed ray tracing Extension of the radiosity assignment Translucency (subsurface scattering)
CENG 477 Introduction to Computer Graphics
Photorealistic Rendering vs. Interactive 3D Graphics
RAY TRACING.
Hybrid Ray Tracing of Massive Models
Jim X. Chen George Mason University
Alias-Free Shadow Maps
Real-time Volumetric Lighting in Participating Media
UMBC Graphics for Games
Ray Tracing on Programmable Graphics Hardware
Frame Buffer Applications
GEARS: A General and Efficient Algorithm for Rendering Shadows
Presentation transcript:

The UNIVERSITY of NORTH CAROLINA at CHAPEL HILL Soft Shadows using Hardware Cameras Kyle Moore COMP 870

The UNIVERSITY of NORTH CAROLINA at CHAPEL HILL 2 Previous Work Cone Tracing ♦ Amanatides, J Ray tracing with cones. In Proceedings of the 11th Annual Conference on Computer Graphics and interactive Techniques H. Christiansen, Ed. SIGGRAPH '84. ACM Press, New York, NY, ♦ Uses cones shaped rays instead of lines to calculate light intersections with objects ♦ Lots of difficult computations

The UNIVERSITY of NORTH CAROLINA at CHAPEL HILL 3 Previous Work Forward Hardware-Based Techniques ♦ Assarsson, U. and Akenine-Möller, T A geometry-based soft shadow volume algorithm using graphics hardware. ACM Trans. Graph. 22, 3 (Jul. 2003), ♦ Uses silhouette edges to case penumbra volumes which are to create shadow maps ♦ This is an approximation and can be inaccurate

The UNIVERSITY of NORTH CAROLINA at CHAPEL HILL 4 Previous Work Backwards silhouette edge detection ♦ Laine, S., Aila, T., Assarsson, U., Lehtinen, J., and Akenine-Möller, T Soft shadow volumes for ray tracing. ACM Trans. Graph. 24, 3 (Jul. 2005), ♦ Uses a hemicube acceleration structure to find silhouette edges to calculate the amount of light occlusion ♦ Doesn’t take advantage of hardware

The UNIVERSITY of NORTH CAROLINA at CHAPEL HILL 5 My idea My Inspiration ♦ While working on my ray tracer ♦ Unhappy with soft shadows ♦ Wanted to shoot more rays, but high cost New approach ♦ Let graphics hardware simulate shooting many rays ♦ Perhaps get performance increase as well as quality enhancement

The UNIVERSITY of NORTH CAROLINA at CHAPEL HILL 6 My Approach Area Light Source Occluder Surface Hardware Camera View Frustum Camera’s View Average Pixels to get Occlusion percentage

The UNIVERSITY of NORTH CAROLINA at CHAPEL HILL 7 My Approach Area Light Source Occluder Surface Camera’s View

The UNIVERSITY of NORTH CAROLINA at CHAPEL HILL 8 My Application

The UNIVERSITY of NORTH CAROLINA at CHAPEL HILL 9 Results - Quality Old approach 4x4 grid My Approach 4x4 grid

The UNIVERSITY of NORTH CAROLINA at CHAPEL HILL 10 Results - Quality Old approach 17x17 grid My Approach 17x17 grid

The UNIVERSITY of NORTH CAROLINA at CHAPEL HILL 11 Results - Performance Old approach 17x17 grid 152 seconds My Approach 32x32 grid 96 seconds

The UNIVERSITY of NORTH CAROLINA at CHAPEL HILL 12 Performance RaysCamera naive Camera w/ small optimizations 4x4 42 secs151 secs 17x secs158 secs 32x secs160 secs96 secs 64x secs 128x secs

The UNIVERSITY of NORTH CAROLINA at CHAPEL HILL 13 Room for improvement Each pixel draws a frame and the fetches the results Feedback loops are slow in hardware Does not take advantage of parallelization of using CPU and GPU at the same time