76. 比較 SDSM off
※図は Matte Pettineo, “Rendering the Alternate History of The Order: 1886”, SIGGRAPH 2005 Advances in Real-Time Rendering in Games course より引用
77. 比較 SDSM on
※図は Matte Pettineo, “Rendering the Alternate History of The Order: 1886”, SIGGRAPH 2005 Advances in Real-Time Rendering in Games course より引用
78. Adaptive Algorithm
代表例:
Adaptive Shadow Maps
Dynamic Adaptive Shadow Maps on Graphics Hardware
Rectilinear Texture Warping for Fast Adaptive Shadow Maps
※図は,Paul Rosen, “Rectilinear texture warping for fast adaptive shadow maps”, i3D 2012 より引用
79. Rectilinear Texture Warping
for Fast Adaptive Shadow Maps
※動画は,Paul Rosen, “Rectilinear texture warping for fast adaptive shadow maps”, http://www.cspaul.com/wordpress/publications_rosen-2012-i3d/ より引用
80. Rectilinear Texture Warping
for Fast Adaptive Shadow Maps
大事な所だけピクセルを多く割り当てりゃよくね?
・・・というアイデア
(a) 重要度マップを構築
(b) 2次元重要度マップを1次元のワーピングマップに変換
(1) XY方向を1次元の重要度マップへと落とし込む
(2) 重要度マップにブラーを掛ける
(3) 重要度マップからワーピングマップを構築
(c) RTWシャドウマップを描画する
(d) 要求された視点からの出力画像を描画する
※図は,Paul Rosen, “Rectilinear texture warping for fast adaptive shadow maps”, i3D 2012 より引用
117. Efficient Virtual Shadow Maps for Many Lights
• お餅さんの解説を参照。
“輪読発表資料:Efficient Virtual Shadow Maps for Many Lights”
http://www.slideshare.net/omochi64/ss-47145338?qid=bd52bda4-2f71-4290-90ae-51d5ce6cab94&v=&b=&from_search=1
※図は,Ola Olsson, Erik Sintorn, et.al, “Efficient Virtual Shadow Maps for Many Lights”, i3D 2014より引用
121. 実行時間
※DualはWEISKOPF, D., AND ERTL, T. 2003. “Shadow mapping based on dual depth layers”. In Proceedings of Eurographics, vol. 3, 53–60.の手法
※図は,Hang Dou, Yajie Yan, et.al, “Adaptive depth bias for shadow maps”, Journal of Compute Graphics Technique, Vol3, No.4, 2014より引用
122. まだ,確認していない論文
• “4D-rasterization for Fast Soft Shadow Rendering”, ESGR 2016
This paper describes an algorithm for rendering soft shadows efficiently by generalizing conventional triangle
projection and rasterization from 2D to 4D. The rectangular area light source is modeled with a point light source that
translates with two degrees of freedom. This generalizes the projection of triangles and of output image samples, as
seen from the light, to the locus of projections as the light translates. The generalized projections are rasterized to
determine a conservative set of sample/ triangle pairs, which are then examined to derive light occlusion masks for
each sample. The algorithm is exact in the sense that each element of the occlusion mask of a sample is computed
accurately by considering all potentially blocking triangles. The algorithm does not require any type of
precomputation so it supports fully dynamic scenes. We have tested our algorithm on several scenes to render
complex soft shadows accurately at interactive rates.
• “Fast Shadow Map Rendering for Many Lights Settings”, ESGR 2016
In this paper we present a method to efficiently cull large parts of a scene prior to shadow map computations for many-
lights settings. Our method is agnostic to how the light sources are generated and thus works with any method of light
distribution. Our approach is based on previous work in culling for ray traversal to speed up area light sampling.
• “Filtering Multilayer Shadow Maps for Accurate Soft Shadows”, EG 2016
In this paper, we introduce a novel technique for pre-filtering multi-layer shadow maps. The occluders in the scene
are stored as variable-length lists of fragments for each texel. We show how this representation can be filtered by
progressively merging these lists. In contrast to previous pre-filtering techniques, our method better captures the
distribution of depth values, resulting in a much higher shadow quality for overlapping occluders and occluders with
different depths. The pre-filtered maps are generated and evaluated directly on the GPU, and provide efficient
queries for shadow tests with arbitrary filter sizes. Accurate soft shadows are rendered in real-time even for complex
scenes and difficult setups. Our results demonstrate that our pre-filtered maps are general and particularly scalable.
“CG技術の実装と数理2016”(http://ime.ist.hokudai.ac.jp/~mcg/2016/program.html)
で持田恵祐さん(早稲田大学)が
説明しているようなので,資料が上がったらそちらを見ましょう。