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Shadows On the GPU

Shadows On the GPU. Presented by Lukai Lan . Contents. Introductions Recent Shadow Maps What we are NOT covering today Perspective Shadow Maps Parallel-split Shadow Maps Summarizations How would I do shadows. Introduction. Why do we need shadows? How High is the tennis player?.

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Shadows On the GPU

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  1. Shadows On the GPU Presented by Lukai Lan

  2. Contents • Introductions • Recent Shadow Maps • What we are NOT covering today • Perspective Shadow Maps • Parallel-split Shadow Maps • Summarizations • How would I do shadows

  3. Introduction • Why do we need shadows? • How High is the tennis player? Without Shadow 3 inches? 1 foot? 3 feet?

  4. Introduction • Why do we need shadows? [1] • Shadows add visual information • Relative object positions in world. • The shape of the receiver object surface. • The light source position and shape. • So, shadows add realism to the scene!

  5. Introduction • Why do we need shadows? • Shadows are popular in games!

  6. Introduction • Two main categories of Shadow Algorithms • Shadow Volume [2]: • First proposed by Crow in 1977.

  7. Introduction • Two main categories of Shadow Algorithms • Shadow Volume [2]: • Accurate to the pixel. • Connectivity information of all polygons are required to compute the silhouette of each shadow caster. • The scene complexity thus directly influence the performance due to the object-based nature.

  8. Introduction • Shadow Mapping [3]: • First proposed by Williams in 1978. • First step: Render from the light’s point of view to generate shadow map. • The shadow map contains scene depth values from the current point of view. • Second Step: Render the scene from the eye’s point of view: • Transform the current position into light space, and compare its depth values with the depth values stored in the shadow map.

  9. Introduction • Shadow Mapping [3]: First Step Second Step Light Scene rendered using Shadow Map Shadow Map

  10. Introduction • Shadow Mapping [3]: • Works in the light space. • Requires only one additional rendering pass per light. • Faster, but have problems with Aliasing. • Most games are using shadow maps.

  11. Introductions • Main Problems with Shadow Mapping • Aliasing Errors! • Caused by insufficient shadow map resolution, also called Undersampling. • perspective aliasing • projection aliasing

  12. Recent Shadow Maps • Warped shadow maps • Use a special projection matrix to warp the shadow map so that the important parts, close to the viewpoint of the scene, appear larger in the shadow map and therefore reduce artifacts. • Major approaches: • Perspective Shadow Maps [4] • Light Space Perspective Shadow Maps [5] • Trapezoid Shadow Maps [6]

  13. Recent Shadow Maps • Split Shadow Maps • Divide up the view frustrum into several parts, rendering each part as a separate map or tile. • Varying the size of each tile or the area it covers. • Render more details into tiles closer to the view point and reduce aliasing in those tiles. • Widely used in games • Major approaches: • Cascaded Shadow Maps [7] • Parallel-split Shadow Maps [8]

  14. What we are NOT covering today • Shadow Volume [2] Doom 3

  15. What we are NOT covering today • Some Shadow Mapping Approaches • Light Space Perspective Shadow Maps [5] • Trapezoid Shadow Maps [6] • Facetted Shadow Maps [9] GTA 4

  16. What we are covering today • Perspective Shadow Maps • STAMMINGER, M., AND DRETTAKIS, G. 2002. In Proceedings of SIGGRAPH '02, ACM Press, 557.562. • Parallel-split Shadow Maps for Large-scale Virtual Environments • Fan Zhang , Hanqiu Sun , Leilei Xu , Lee Kit Lun, Proceedings of the 2006 ACM international conference, June 14-April 17, 2006, Hong Kong, China

  17. Perspective Shadow Maps • Marc Stamminger , George Drettakis, Perspective shadow maps, Proceedings of the 29th annual conference on Computer graphics and interactive techniques, July 23-26, 2002, San Antonio, Texas

  18. Perspective Shadow Maps • Main Contribution • In this paper they introduced perspective shadow maps, which are generated in normalized device coordinate space. This results in important reduction of shadow map aliasing with almost no overhead.

  19. Perspective Shadow Maps • Shadow Map Aliasing

  20. Perspective Shadow Maps • Shadow Map Aliasing • Perspective Aliasing • Undersampling appears when d is larger than the image pixel size . • Can be avoided by keeping the fraction close to a constant. • Due to limited memory, the shadow map resolution can only be increased up to a certain limit in practice.

  21. Perspective Shadow Maps • Shadow Map Aliasing • Projection Aliasing • Appears when is large • Typically happens when the light rays are almost parallel to a surface, so that the shadow stretches along the surface. • Require a local increase in shadow map resolution. Not deal with this paper.

  22. Perspective Shadow Maps • Main Idea • Try to keeping the fraction close to a constant. • How to do that? • First map the scene to post-perspective space • Generate a standard shadow map in this space by rendering a view from the transformed light source. • We can work in post-perspective space almost like in world space, with the exception of objects behind the viewer

  23. Perspective Shadow Maps • Overview

  24. Perspective Shadow Maps • Directional Light Sources

  25. Perspective Shadow Maps • Point Light Sources

  26. Perspective Shadow Maps • Discussions • In post-perspective space, the final image is an orthogonal view onto the unit cube. • Perspective aliasing due to distance to the eye, , is avoided • However, if the light source is mapped to a point light in post-perspective space, aliasing due to the distance to the shadow map image plane, , can appear.

  27. Perspective Shadow Maps • Discussions • Ideal cases

  28. Perspective Shadow Maps • Discussions • For directional light sources • the benefit is maximal for a light direction perpendicular to the view direction. • Consider the smaller of the two angles formed between the light direction and the viewing direction, the benefit of this approach decreases as this angle becomes smaller. • For point light sources • Analysis is harder • Achieve largest advantages when the point light is far away from the viewing frustum,

  29. Perspective Shadow Maps • Including all Objects Casting Shadows

  30. Perspective Shadow Maps • Including all Objects Casting Shadows

  31. Perspective Shadow Maps • Including all Objects Casting Shadows • We virtually move the camera view point backwards, such that H lies entirely inside the transformed camera frustum; • By this, we modify the post-perspective space, resulting in decreased perspective foreshortening. • If we move the camera to infinity, we obtain an orthogonal view with a post-perspective space that is equivalent to the original world space; the resulting perspective shadow map then corresponds to a standard uniform shadow map.

  32. Perspective Shadow Maps • Results Uniform Shadow map Perspective Shadow map

  33. Perspective Shadow Maps • Results Left is Uniform shadow maps, right is Perspective Shadow Maps

  34. Perspective Shadow Maps • Results

  35. Perspective Shadow Maps • Results

  36. Perspective Shadow Maps • Conclusions • They introduced perspective shadow maps, a novel parameterization for shadow maps. • Their method permits the generation of shadow maps with greatly improved quality, compared to standard uniform shadow maps. • Perspective shadow maps can be used in interactive applications and fully exploit shadow map capabilities of recent graphics hardware, but they are also applicable to high-quality software renderers.

  37. Parallel-split Shadow Maps • Fan Zhang , Hanqiu Sun , Leilei Xu , Lee Kit Lun, Parallel-split shadow maps for large-scale virtual environmentProceedings of the 2006 ACM international conference, June 14-April 17, 2006, Hong Kong, China

  38. Parallel-split Shadow Maps • Main Contribution • In this paper, they present the Parallel-Split Shadow Maps (PSSMs) scheme, which splits the view frustum into different parts by using the planes parallel to the view plane and then generates multiple smaller shadow maps for the split parts.

  39. Parallel-split Shadow Maps • Shortcomings of shadow mapping for large-scale virtual environments • Texture Resolution • Global Reparameterizations • Geometry Approximation • Dueling Frusta Case

  40. Parallel-split Shadow Maps • Motivation to avoid these shortcomings due to the facts • Each of the split parts has an independent shadow map, different parameterizations can be applied in different depth ranges according to the application's requirement. • Since the depth range is split into smaller layers, split scheme changes the resolution requirement from sufficient for every point to sufficient for every depth layer.

  41. Parallel-split Shadow Maps • Motivation to avoid these shortcomings due to the facts • The geometry approximation is applied in each of the depth ranges separately. The tighter bounding shape significantly enhances the utilization of the shadow map resolution. • Because each shadow map in PSSMs is focused in smaller sub frusta, the shadow qualities in the dueling frusta case is also greatly improved.

  42. Parallel-split Shadow Maps • Overview

  43. Parallel-split Shadow Maps • Light Sources • Actually, all kinds of lighting sources including point lighting sources can be unified as directional lighting sources in the light's post-perspective space.

  44. Parallel-split Shadow Maps • PSSM Algorithm Overview • STEP 1 Split the view frustum into multiple depth parts. • STEP 2 Split the light's frustum into multiple smaller ones, each of which covers one split part also the objects potentially casting shadows into the part. • STEP 3 Render a shadow map for each split part. • STEP 4 Render scene shadows for the whole scene.

  45. Parallel-split Shadow Maps • Some notations

  46. Parallel-split Shadow Maps • View Frustum Split

  47. Parallel-split Shadow Maps • View Frustum Split • Aliasing Problem • Perspective Aliasing: comes from the perspective foreshortening effect, can be reduced by applying a global transformation to warp the shadow map texels. • Projection Aliasing: related to the scene's geometry details, the local increase of sampling densities on this surface is required to reduce this category of aliasing. • Split scheme comes from these analysis

  48. Parallel-split Shadow Maps • View Frustum Split • Three kinds of split

  49. Parallel-split Shadow Maps • Logarithmic Split Scheme • Suppose to be constant • Then we can deduce • Based on the assumption of , easily we have , then we can get

  50. Parallel-split Shadow Maps • Logarithmic Split Scheme • Equation can be discretized as • Or • Because this split scheme is designed to produce the theoretically even distribution of perspective aliasing errors, the resolution allocated for should be of the overall texture resolution. • Finally, we get

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