1 / 28

A Hierarchical Shadow Volume Algorithm

A Hierarchical Shadow Volume Algorithm. Timo Aila 1,2 Tomas Akenine-Möller 3. 1 Helsinki University of Technology 2 Hybrid Graphics 3 Lund University. Outline. Brief intro to shadow volumes fillrate problem, existing solutions Our solution idea implementation Results Q&A.

adora
Télécharger la présentation

A Hierarchical Shadow Volume Algorithm

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. A Hierarchical Shadow Volume Algorithm Timo Aila1,2 Tomas Akenine-Möller3 1Helsinki University of Technology 2Hybrid Graphics 3Lund University

  2. Outline • Brief intro to shadow volumes • fillrate problem, existing solutions • Our solution • idea • implementation • Results • Q&A

  3. Shadow volumes [Crow77] • Shadow volumes define closed volumes of space that are in shadow infinitesimallight source shadow caster = light cap dark cap extrudedside quads

  4. Is point inside shadow volume? • Pick reference point R outside shadow volume • any such point is OK • Span line from R to point to be classified • Compute sum of enter (+1) and exit (-1) events P1 shadow volume R 2D illustration: P2 P3

  5. Using graphics hardware • R at ∞behind pixel (z-fail) [Bilodeau&Songy, Carmack] • infinity always outside SVs – robust • must not clip to far plane of view frustum • sum hidden events to stencil buffer,sign from backface culling visible samples (or pixels) 2D illustration: + - camera R + - + view frustum shadow volume

  6. Amount of pixel processing Adapted from [Chan and Durand 2004]

  7. Fillrate problem • 50+ fps without shadows on ATI Radeon 9800XT at 1280x1024, 1 sample/pixel • 1 fps when shadow volumes rasterized • 2.2 billion pixels per frame

  8. Existing solutions (1/2) • CC shadow volumes [Lloyd et al. 2004] • draw SVs only where receivers exist • good when lots of empty space • Hybrid shadow maps and volumes [Chan&Durand 2004] • use SVs only at shadow boundaries • boundary pixels determined using shadow map • artifacts due to limited shadow map resolution

  9. min max Existing solutions (2/2) • Depth bounds [Nvidia 2003] • application supplies min & max depth values separately for each shadow volume • rasterize shadow volume only when visible geometry between [min,max] • optimal bounds hard to compute camera 2D illustration: shadow volume visible pixels

  10. Outline • Brief intro to shadow volumes • fillrate problem, existing solutions • Our solution • idea • implementation • Results • Q&A

  11. Reference image

  12. Shadow volume algorithm executed once per 8x8 pixel tile

  13. Green tiles may contain shadow boundary - other tiles were correct

  14. Low-res (gray) + per-pixel computed boundaries (dark)

  15. How to detect shadow boundaries? • Two facts about shadow volumes • always closed • SV triangles mark potential shadow boundaries • If 3D volume in scene not intersected by shadow volume triangles • fully lit or fully in shadow • single sample classifies entire volume

  16. Outline • Brief intro to shadow volumes • fillrate problem, existing solutions • Our solution • idea • implementation • Results • Q&A

  17. Zmax 8 Zmin 8 pixels Detecting boundary tiles • Bound tile with axis-aligned bounding box • 8x8 pixel region • Zmin, Zmax • Triangle vs. AA Box intersection test • low-resolution rasterization • Zmin and Zmax tests

  18. Fast update of non-boundary tiles • Copylow-res shadows to stencil buffer • writing 64 per-pixel values would be slow • Two-level stencil buffer saves the day • maintain [Smin, Smax] per tile • always test the higher level first • often no need to validate per-pixel values • stencil values of non-boundary tiles are constant

  19. Implementation – Stage 1 SV triangles Low-res shadows • Buffers built separately for each shadow volume • Classifications ready when entire SV processed • application marks begin/end of shadow volumes Boundary? Low-resolution rasterizer Per-tile operations

  20. Low-res shadows Implementation – Stage 2 Boundary? SV triangles Low-resolution rasterizer No Copy to2-level stencil boundary tile? Yes Per-pixel rasterizer Stencil ops Update 2-level stencil

  21. Alternative implementations • Two pass • Pass 1 = Stage 1 • Pass 2 = Stage 2 • How to keep pixel units busy during Stage 1? • maybe assign per-tile operations to pixel shaders? • Single pass • Separate stages using delay stream [Aila et al. 2003] • Stage 2 of current SV executes simultaneously with next SV’s Stage 1

  22. Hardware resources • Two-level stencil buffer • Per-tile operations • Optionally • delay stream * • duplicate low-res rasterizer & Zmin/Zmax units * • cache for per shadow volume buffers • multiple buffers for pipelined operation • allocate from external memory * If not already there for occlusion culling purposes

  23. Outline • Brief intro to shadow volumes • fillrate problem, existing solutions • Our solution • idea • implementation • Results • Q&A

  24. Results – Simple scene(1280x1024)

  25. Results – Knights(1280x1024)

  26. Results – Powerplant(1280x1024)

  27. Summary • Hierarchical rendering method for shadow volumes • significant fillrate savings compared to other hardware methods • also works for soft shadow volumes • Future work • would it make sense to extend programmability to per-tile operations? • how many pipeline bubbles are created? • requires chip-level simulations

  28. Thank you! • Questions? • Acknowledgements • Ville Miettinen, Jacob Ström, Eric Haines, Ulf Assarsson, Lauri Savioja, Jonas Svensson, Ulf Borgenstam, Karl Schultz, 3DR group at Helsinki University of Technology • The National Technology Agency of Finland, Hybrid Graphics, Bitboys, Nokia and Remedy Entertainment • ATI for granting fellowship to Timo (2004-2005)

More Related