perspective shadow maps

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Perspective Shadow Maps Marc Stamminger REVES/INRIA, Sophia-Antipolis, France now at: Bauhaus-Universität, Weimar, Germany George Drettakis REVES/INRIA, Sophia-Antipolis, France http://www-sop.inria.fr/reves

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Perspective Shadow Maps. Marc Stamminger REVES/INRIA, Sophia-Antipolis, France now at: Bauhaus-Universität, Weimar, Germany George Drettakis REVES/INRIA, Sophia-Antipolis, France http://www-sop.inria.fr/reves. shadow maps. Williams, Siggraph ‘78 render scene from light source - PowerPoint PPT Presentation

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Page 1: Perspective Shadow Maps

Perspective Shadow Maps

Marc StammingerREVES/INRIA, Sophia-Antipolis, France

now at: Bauhaus-Universität, Weimar, Germany

George DrettakisREVES/INRIA, Sophia-Antipolis, France

http://www-sop.inria.fr/reves

Page 2: Perspective Shadow Maps

shadow maps

Williams, Siggraph ‘78– render scene from light source– shadowing by depth comparison

Page 3: Perspective Shadow Maps

shadow map aliasing

prone to aliasingwhen zooming intoshadow boundaries

single shadow map pixel

Page 4: Perspective Shadow Maps

shadow map aliasing

perspective aliasingparallel light

okay aliasedaliased okay

Page 5: Perspective Shadow Maps

shadow map aliasing

perspective aliasing– smooth transition

alia

sed

o

vers

ampl

ed

Page 6: Perspective Shadow Maps

shadow map aliasing

projection aliasing

parallel light

Page 7: Perspective Shadow Maps

shadow map aliasing

projection aliasing– very local

alia

sed

o

vers

ampl

ed

Page 8: Perspective Shadow Maps

previous work

Reeves et al., Siggraph ’87:– “Percentage Closer Filtering”

Tadamura et al., Visual Computer ’01– “Plural Sunlight Depth Buffers”

Fernando et al., Siggraph ’01:– “Adaptive Shadow Maps”

Page 9: Perspective Shadow Maps

perspective transformation

post

-pers

pect

ive

w

orl

d s

pace

Page 10: Perspective Shadow Maps

perspective shadow map

standard shadow map

perspective shadow map

shadow map

imag

e

Page 11: Perspective Shadow Maps

perspective shadow map

standard shadow map

perspective shadow map

alia

sed

o

vers

ampl

ed

Page 12: Perspective Shadow Maps

perspective shadow map

shadow map in post-perspective space

just another shadow map projection

reduces perspective aliasing regeneration per frame necessary

Page 13: Perspective Shadow Maps

light source transformation

parallellightbecomespointlight

Page 14: Perspective Shadow Maps

parallel light transformation

post

-pers

pect

ive

w

orl

d s

pace

Page 15: Perspective Shadow Maps

point light transformationpost

-pers

pect

ive

w

orl

d s

pace

Page 16: Perspective Shadow Maps

discussion

best case:– parallel light in

post-perspectivespace

– no new perspectivedistortion

post

-pers

pect

ive

w

orl

d s

pace

Page 17: Perspective Shadow Maps

discussion

non-optimal case:– point light

close tofrustum

worst case:– becomes

uniformshadow map p

ost

-pers

pect

ive

w

orl

d s

pace

Page 18: Perspective Shadow Maps

near plane selection

near plane as far as possible

Page 19: Perspective Shadow Maps

near plane selection

automaticselection:reading backdepth buffer

Page 20: Perspective Shadow Maps

shadows from behind

virtuallymovecamerabackwards

Page 21: Perspective Shadow Maps

shadow map window

geometric method to include all necessary objects– details in the paper

Page 22: Perspective Shadow Maps

results

Page 23: Perspective Shadow Maps

results

first implementation on an Xbox game developer kit

courtesy of Thatcher Ulrich

Page 24: Perspective Shadow Maps

conclusion

perspective shadow maps– shadow map in post-perspective space– just another shadow map matrix– non-uniform shadow map resolution– needs recomputation per frame– minimal overhead for dynamic scenes

Page 25: Perspective Shadow Maps

acknowledgements

Marie Curie Post-Doctoral Fellowship of the European Union

Bauhaus-Universität Weimar Lutz Kettner (http://www.cgal.org) Frédo Durand

Page 26: Perspective Shadow Maps

thank youhttp://www-sop.inria.fr/reves