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ShaderX4 4.2 Eliminating Surface Acne with Gradient Shadow Mapping ohyecloudy(http://ohyecloudy.com) shader study(http://cafe.naver.com/shader.cafe)
The Phenomenon of Surface Acne Depth Bias to the Rescue Depth Gradient Depth Comparison as a Fuzzy Function Conclusion
Light Sampled surface 깊이 맵에서 샘플링 된 깊이 값. Surface 렌더링하는 오브젝트 표면 False Shadow
The Phenomenon of Surface Acne Depth Bias to the Rescue Depth Gradient Depth Comparison as a Fuzzy Function Conclusion
Light Light Depth Bias 평면에선 문제가 없다.
false nonshadowing 지나친 depth bias로 그림자가 생겨야 할 곳에 안 생긴다. 곡면에선 적절한 Depth Bias가 Depth Gradient마다 다르다. 곡면에선 문제
The Phenomenon of Surface Acne Depth Bias to the Rescue Depth Gradient Depth Comparison as a Fuzzy Function Conclusion
Light depth map에서 이웃 샘플간 차이 입사각의 탄젠트와 비례한다. bias scale에 사용 가능. Depth Bias Depth Gradient
// gradient calculation float pixeloffset = INVPIXEL / 2;     float4 depths = float4( 	tex2D( ShadowSampler, shadowP + float2( -pixeloffset, 0 ) ).x, 	tex2D( ShadowSampler, shadowP + float2( +pixeloffset, 0 ) ).x, 	tex2D( ShadowSampler, shadowP + float2( 0, -pixeloffset ) ).x, tex2D( ShadowSampler, shadowP + float2( 0, +pixeloffset ) ).x ); float2 differences = abs( depths.yw - depths.xz ); float gradient =  	min( GradientClamp, max( differences.x, differences.y ) ); difference
The Phenomenon of Surface Acne Depth Bias to the Rescue Depth Gradient Depth Comparison as a Fuzzy Function Conclusion
Fuzzy depth comparison unbiased depth comparison 1 uncertainty region
// visibility function float delta_z= centerdepth + gradient * ShadowGradientScaleBias- In.ShadowmapCoord.z; float visibility = saturate( 1 + delta_z / ( gradient * ShadowFuzzyWidth ) );
The Phenomenon of Surface Acne Depth Bias to the Rescue Depth Gradient Depth Comparison as a Fuzzy Function Conclusion
왜 acne가 생기는지 알아봤다. surface acne를 없애기 위한 기술 depth bias gradient-scaled bias fuzzy function

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4 2 (1)

  • 1. ShaderX4 4.2 Eliminating Surface Acne with Gradient Shadow Mapping ohyecloudy(http://ohyecloudy.com) shader study(http://cafe.naver.com/shader.cafe)
  • 2. The Phenomenon of Surface Acne Depth Bias to the Rescue Depth Gradient Depth Comparison as a Fuzzy Function Conclusion
  • 3.
  • 4. Light Sampled surface 깊이 맵에서 샘플링 된 깊이 값. Surface 렌더링하는 오브젝트 표면 False Shadow
  • 5. The Phenomenon of Surface Acne Depth Bias to the Rescue Depth Gradient Depth Comparison as a Fuzzy Function Conclusion
  • 6. Light Light Depth Bias 평면에선 문제가 없다.
  • 7. false nonshadowing 지나친 depth bias로 그림자가 생겨야 할 곳에 안 생긴다. 곡면에선 적절한 Depth Bias가 Depth Gradient마다 다르다. 곡면에선 문제
  • 8.
  • 9. The Phenomenon of Surface Acne Depth Bias to the Rescue Depth Gradient Depth Comparison as a Fuzzy Function Conclusion
  • 10. Light depth map에서 이웃 샘플간 차이 입사각의 탄젠트와 비례한다. bias scale에 사용 가능. Depth Bias Depth Gradient
  • 11. // gradient calculation float pixeloffset = INVPIXEL / 2; float4 depths = float4( tex2D( ShadowSampler, shadowP + float2( -pixeloffset, 0 ) ).x, tex2D( ShadowSampler, shadowP + float2( +pixeloffset, 0 ) ).x, tex2D( ShadowSampler, shadowP + float2( 0, -pixeloffset ) ).x, tex2D( ShadowSampler, shadowP + float2( 0, +pixeloffset ) ).x ); float2 differences = abs( depths.yw - depths.xz ); float gradient = min( GradientClamp, max( differences.x, differences.y ) ); difference
  • 12. The Phenomenon of Surface Acne Depth Bias to the Rescue Depth Gradient Depth Comparison as a Fuzzy Function Conclusion
  • 13. Fuzzy depth comparison unbiased depth comparison 1 uncertainty region
  • 14. // visibility function float delta_z= centerdepth + gradient * ShadowGradientScaleBias- In.ShadowmapCoord.z; float visibility = saturate( 1 + delta_z / ( gradient * ShadowFuzzyWidth ) );
  • 15.
  • 16. The Phenomenon of Surface Acne Depth Bias to the Rescue Depth Gradient Depth Comparison as a Fuzzy Function Conclusion
  • 17. 왜 acne가 생기는지 알아봤다. surface acne를 없애기 위한 기술 depth bias gradient-scaled bias fuzzy function