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Shadow Techniques for Real-Time and Interactive Applications Stefan Brabec Promotionskolloquium MPI  Informatik, Saarbrücken, Germany 3.2.2004
Importance of Shadows ,[object Object],[object Object],[object Object],[object Object],[object Object],Leonardo Da Vinci
Shadows in Computer Graphics ,[object Object],[object Object]
Shadows in Computer Graphics ,[object Object],[object Object],Discontinuity Meshing [Heckbert92]
Shadows for Real-Time Applications ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],Doom3
Shadows for Interactive Applications ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],SolidWorks
Shadows for Non-Interactive Applications ,[object Object],[object Object],[object Object],Maya Software Maya OpenGL
Computing Shadows ,[object Object],[object Object],[object Object],[object Object],[object Object]
Related Work ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Shadow Mapping  [Williams78] ,[object Object],[object Object],[object Object],[object Object]
Shadow Mapping ,[object Object],[object Object],[object Object],[object Object],[object Object]
Shadow Mapping ,[object Object],Blocky shadow edges due  to limited shadow map  resolution
Improve Sampling Rate ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Practical Shadow Mapping ,[object Object],[object Object],[object Object],[object Object]
Practical Shadow Mapping ,[object Object],[object Object],[object Object],[object Object],map regions used regions new map frustum
Practical Shadow Mapping optimized shadow map normal shadow map
Practical Shadow Mapping ,[object Object],[object Object],Self shadowing Missing shadows
Practical Shadow Mapping ,[object Object],z-range  relevant z-range  Normal approach: Near & far plane encloses all objects ! Better: Near & far plane encloses all from camera visible objects !
Practical Shadow Mapping ,[object Object],[object Object],0  range used  1
Practical Shadow Mapping ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Practical Shadow Mapping ,[object Object],[object Object],[object Object],Red:   original distribution Green:   normalized distribution z
Practical Shadow Mapping ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Shadow Mapping ,[object Object],[object Object],[object Object],[object Object]
Shadow Mapping ,[object Object],[object Object],[object Object],[object Object],[object Object]
Dual-Paraboloid Shadow Mapping ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Dual-Paraboloid Shadow Mapping ,[object Object],[object Object],[object Object],[object Object],[object Object]
Dual-Paraboloid Shadow Mapping ,[object Object],first hemisphere second hemisphere final image with two shadow maps applied 1 2 3
Dual-Paraboloid Shadow Mapping ,[object Object],[object Object],[object Object],[object Object],[object Object]
Dual-Paraboloid Shadow Mapping ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Shadow Volumes [Crow77]  ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Shadow Volumes ,[object Object],[object Object],[object Object],occluder light shadow region lit
Shadow Volume Rendering ,[object Object],[object Object]
Shadow Volume Rendering ,[object Object],[object Object],initialize z-buffer shadow volumes light contribution ambient contribution repeat for  all lights final image
Combined Shadow Mask ,[object Object],[object Object],repeat  shadow volumes L i shadow volumes L i+1 shadow volumes L i+N shadow mask  light contribution L i  ....L i+N times
Combined Shadow Mask ,[object Object],[object Object],[object Object],[object Object]
Combined Shadow Mask ,[object Object]
Combined Shadow Mask ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],-X +X -Z +Z +Y -Y
Combined Shadow Mask ,[object Object]
Combined Shadow Mask ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Shadow Volumes ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Shadow Volume Generation ,[object Object],[object Object],[object Object],[object Object],Mesh as seen  by light source Silhouette
Shadow Volume Generation ,[object Object],[object Object],[object Object]
Shadow Volume Generation ,[object Object]
Silhouette Detection on GPU ,[object Object],[object Object],[object Object],[object Object],[object Object]
Silhouette Detection on GPU ,[object Object],[object Object],[object Object],[object Object],Example: This is  not  a closed mesh, but since we are only focusing on one edge of this mesh its ok.
Silhouette Detection on GPU ,[object Object],[object Object],[object Object],P 0 P 1 P 2 P 3 P 4 position texture P 0 P 1 P 2 P 3 P 4 P N
Silhouette Detection on GPU ,[object Object],[object Object],[object Object],[object Object],[object Object],E 0_idx P 0_idx P 1_idx P 3_idx P 4_idx glBegin(GL_POINTS) ; glAttrib(P0_idx, P3_idx,  P1_idx, P4_idx); glVertex1f(E0_idx); glEnd();
Silhouette Detection on GPU ,[object Object],E 0_idx P 0_idx P 1_idx P 3_idx P 4_idx input data 4 texture lookups for  world space positions P 0 P 1 P 3 P 4 registers P 3 P 0 P 1 P 4 N 1  = (P 3 –P 0 )x(P 1 –P 0 ) N 2  = (P 4 –P 0 )x(P 3 –P 0 ) front & back  facing ? position texture P 0 P 1 P 2 P 3 P 4 Light Store silhouette flag (yes/no) at edge index E 0 E 1 E 2 E 3 E 4 E M edge texture
Shadow Volume Rendering ,[object Object],[object Object],[object Object],[object Object],[object Object],P 0 L P 3 P 0- L P 3- L
Shadow Volumes on GPU ,[object Object]
Shadow Volumes on GPU ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Soft Shadow Techniques ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Soft Shadow Maps ,[object Object],[object Object],[object Object],[object Object],Point Light Source Linear Light Source
Soft Shadow Maps ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Soft Shadow Maps ,[object Object],[object Object],[object Object]
Soft Shadow Maps ,[object Object],[object Object],[object Object]
Soft Shadow Maps ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Soft Shadow Maps ,[object Object],depth map edge detection triangulate render+shade visibility map to 3D warp
Soft Shadow Map Algorithm shade(p) { if( depth 1 (p) > S 1 [p] )  l 1  = 0; else l 1  = V 1 [p] * illum(p,L 1 ); if( depth 2 (p) > S 2 [p] )  l 2  = 0; else l 2  = V 2 [p] * illum(p,L 2 ); return l 1 +l 2 ; } S 1 V 1 S 2 V 2
Soft Shadow Maps ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Single Sample Soft Shadows ,[object Object],[object Object]
Single Sample Soft Shadows ,[object Object],[object Object],[object Object]
Single Sample Soft Shadows ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Single Sample Soft Shadows ,[object Object],[object Object],[object Object],[object Object]
Single Sample Soft Shadows ,[object Object],[object Object],[object Object],[object Object],[object Object],maximal extend hard shadow found
Single Sample Soft Shadows ,[object Object],[object Object],P ` r m a x 2 r m a x 1 depth map search larger  penumbra
Single Sample Soft Shadows ,[object Object],[object Object],[object Object],[object Object],[object Object],larger  penumbra
Single Sample Soft Shadows ,[object Object],[object Object],[object Object],c  is user defined constant where inner and outer meet (e.g. 0.5)   f    [0.0;c) f   [c;1.0] Attenuation depth_light[…] – depth_light[P` x , P` y  ] P` z  - depth_light[…] r`max = rmax * lit pixels blocked pixels Search for pixel is blocked pixel is lit Search when Inner Penumbra Outer Penumbra
Single Sample Soft Shadows ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],~20 fps (P4 + GF4) Light depth map: 512x125 Window resolution: 512x512
Single Sample Soft Shadows ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Conclusions & Future Work ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Thank You !

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Shadow Techniques for Real-Time and Interactive Applications

  • 1. Shadow Techniques for Real-Time and Interactive Applications Stefan Brabec Promotionskolloquium MPI Informatik, Saarbrücken, Germany 3.2.2004
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  • 16. Practical Shadow Mapping optimized shadow map normal shadow map
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  • 59. Soft Shadow Map Algorithm shade(p) { if( depth 1 (p) > S 1 [p] ) l 1 = 0; else l 1 = V 1 [p] * illum(p,L 1 ); if( depth 2 (p) > S 2 [p] ) l 2 = 0; else l 2 = V 2 [p] * illum(p,L 2 ); return l 1 +l 2 ; } S 1 V 1 S 2 V 2
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