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Alias-Free Shadow Maps
Timo Aila Samuli Laine Helsinki University of Technology
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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
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Shadow maps [Williams78]
Widely used Simple General (anything that can be rasterized) Aliasing artifacts
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Aliasing: resolution issues
[Sen et al. 2003]
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Aliasing: incorrect self-shadowing
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Step 1. From light source:
Compute a shadow map (z-buffer) Dots are sampling points depth known only at these points
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Step 2. From camera: Samples vs. pixels
Project each visible sample to light source Determine shadow term using shadow map
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Shadow map sampling points
Points where the depth is queried Points where the depth is computed/known
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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
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Rasterization Q: How to rasterize using irregular sampling points?
blocker
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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
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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
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Performance (1/2) Scalability: random triangles @ 1024x768:
transformation of samples: ~130ms BSP construction: ~400ms rasterization: 1K 10K 100K 1M 145ms 381ms 1568ms 8102ms
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Performance (2/2) 2.9M semi-transparent shadow casting 1536x1088: 12.6s/frame Plenty of room for optimizations
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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?
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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
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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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