1,667 research outputs found

    Shadow mapping algorithms: Applications and limitations

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    This study provides an overview of popular and famous algorithms and techniques in shadow maps generation.Well- known techniques in shadow maps generation is described detail, along with a discussion of the advantages and drawbacks of each. Basic ideas, improvements and future works of the techniques are also comprehensively summarized and analyzed in depth. Often, programmers have difficulty selecting an appropriate shadow generation algorithm that is specific to their purpose. We have classified and systemized these techniques. The main goal of this paper is to provide researchers with background on a variety of shadow mapping techniques so as make it easier for them to choose the method best suited to their aims. It is al-so hoped that our analysis will help researchers find solutions to the shortcomings of each technique. © 2015 NSP Natural Sciences Publishing Co

    Robust object-based algorithms for direct shadow simulation

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    En informatique graphique, les algorithmes de générations d'ombres évaluent la quantité de lumière directement perçue par une environnement virtuel. Calculer précisément des ombres est cependant coûteux en temps de calcul. Dans cette dissertation, nous présentons un nouveau système basé objet robuste, qui permet de calculer des ombres réalistes sur des scènes dynamiques et ce en temps interactif. Nos contributions incluent notamment le développement de nouveaux algorithmes de génération d'ombres douces ainsi que leur mise en oeuvre efficace sur processeur graphique. Nous commençons par formaliser la problématique du calcul d'ombres directes. Tout d'abord, nous définissons ce que sont les ombres directes dans le contexte général du transport de la lumière. Nous étudions ensuite les techniques interactives qui génèrent des ombres directes. Suite à cette étude nous montrons que mêmes les algorithmes dit physiquement réalistes se reposent sur des approximations. Nous mettons également en avant, que malgré leur contraintes géométriques, les algorithmes d'ombres basées objet sont un bon point de départ pour résoudre notre problématique de génération efficace et robuste d'ombres directes. Basé sur cette observation, nous étudions alors le système basé objet existant et mettons en avant ses problèmes de robustesse. Nous proposons une nouvelle technique qui améliore la qualité des ombres générées par ce système en lui ajoutant une étape de mélange de pénombres. Malgré des propriétés et des résultats convaincants, les limitations théoriques et de mise en oeuvre limite la qualité générale et les performances de cet algorithme. Nous présentons ensuite un nouvel algorithme d'ombres basées objet. Cet algorithme combine l'efficacité de l'approche basée objet temps réel avec la précision de sa généralisation au rendu hors ligne. Notre algorithme repose sur l'évaluation locale du nombre d'objets entre deux points : la complexité de profondeur. Nous décrivons comment nous utilisons cet algorithme pour échantillonner la complexité de profondeur entre les surfaces visibles d'une scène et une source lumineuse. Nous générons ensuite des ombres à partir de cette information soit en modulant l'éclairage direct soit en intégrant numériquement l'équation d'illumination directe. Nous proposons ensuite une extension de notre algorithme afin qu'il puisse prendre en compte les ombres projetées par des objets semi-opaque. Finalement, nous présentons une mise en oeuvre efficace de notre système qui démontre que des ombres basées objet peuvent être générées de façon efficace et ce même sur une scène dynamique. En rendu temps réel, il est commun de représenter des objets très détaillés encombinant peu de triangles avec des textures qui représentent l'opacité binaire de l'objet. Les techniques de génération d'ombres basées objet ne traitent pas de tels triangles dit "perforés". De par leur nature, elles manipulent uniquement les géométries explicitement représentées par des primitives géométriques. Nous présentons une nouvel algorithme basé objet qui lève cette limitation. Nous soulignons que notre méthode peut être efficacement combinée avec les systèmes existants afin de proposer un système unifié basé objet qui génère des ombres à la fois pour des maillages classiques et des géométries perforées. La mise en oeuvre proposée montre finalement qu'une telle combinaison fournit une solution élégante, efficace et robuste à la problématique générale de l'éclairage direct et ce aussi bien pour des applications temps réel que des applications sensibles à la la précision du résultat.Direct shadow algorithms generate shadows by simulating the direct lighting interaction in a virtual environment. The main challenge with the accurate direct shadow problematic is its computational cost. In this dissertation, we develop a new robust object-based shadow framework that provides realistic shadows at interactive frame rate on dynamic scenes. Our contributions include new robust object-based soft shadow algorithms and efficient interactive implementations. We start, by formalizing the direct shadow problematic. Following the light transport problematic, we first formalize what are robust direct shadows. We then study existing interactive direct shadow techniques and outline that the real time direct shadow simulation remains an open problem. We show that even the so called physically plausible soft shadow algorithms still rely on approximations. Nevertheless we exhibit that, despite their geometric constraints, object-based approaches seems well suited when targeting accurate solutions. Starting from the previous analyze, we investigate the existing object-based shadow framework and discuss about its robustness issues. We propose a new technique that drastically improve the resulting shadow quality by improving this framework with a penumbra blending stage. We present a practical implementation of this approach. From the obtained results, we outline that, despite desirable properties, the inherent theoretical and implementation limitations reduce the overall quality and performances of the proposed algorithm. We then present a new object-based soft shadow algorithm. It merges the efficiency of the real time object-based shadows with the accuracy of its offline generalization. The proposed algorithm lies onto a new local evaluation of the number of occluders between twotwo points (\ie{} the depth complexity). We describe how we use this algorithm to sample the depth complexity between any visible receiver and the light source. From this information, we compute shadows by either modulate the direct lighting or numerically solve the direct illumination with an accuracy depending on the light sampling strategy. We then propose an extension of our algorithm in order to handle shadows cast by semi opaque occluders. We finally present an efficient implementation of this framework that demonstrates that object-based shadows can be efficiently used on complex dynamic environments. In real time rendering, it is common to represent highly detailed objects with few triangles and transmittance textures that encode their binary opacity. Object-based techniques do not handle such perforated triangles. Due to their nature, they can only evaluate the shadows cast by models whose their shape is explicitly defined by geometric primitives. We describe a new robust object-based algorithm that addresses this main limitation. We outline that this method can be efficiently combine with object-based frameworks in order to evaluate approximative shadows or simulate the direct illumination for both common meshes and perforated triangles. The proposed implementation shows that such combination provides a very strong and efficient direct lighting framework, well suited to many domains ranging from quality sensitive to performance critical applications

    Real-time Shadows for Gigapixel Displacement Maps

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    Shadows portray helpful information in scenes. From a scientific visualization standpoint, they help to add data without unnecessary clutter. In video games they add realism and depth. In common graphics pipelines, due to the independent and parallel rendering of geometric primitives, shadows are difficult to achieve. Objects require knowledge of each other and therefore multiple renders are needed to collect the necessary data. The collection of this data comes with its own set of trade offs. Our research involves adding shadows into a lunar rendering framework developed by Dr. Robert Kooima. The NASA-collected data contains a multi-gigapixel displacement map describing the lunar topology. This map does not fit entirely into main memory and therefore out-of-core paging is utilized to achieve real-time speeds. Current shadow techniques do not attempt to generate occluder data on such a scale, and therefore we have developed a novel approach to fit this situation. By using a chain of pre-processing steps, we analyze the structure of the displacement map and calculate horizon lines at each vertex. This information is saved into several images and used to generate shadows in a single pass, maintaining real-time speeds. The algorithm is even capable of generating soft shadows without extra information or loss of speed. We compare our algorithm with common approaches in the field as well as two forms of ground truth; one from ray tracing and the other from the gigapixel lunar texture data, showing real shadows at the time it was collected

    Photo-Realistic Scenes with Cast Shadows Show No Above/Below Search Asymmetries for Illumination Direction

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    Visual search is extended from the domain of polygonal figures presented on a uniform field to photo-realistic scenes containing target objects in dense, naturalistic backgrounds. The target in a trial is a computer-rendered rock protruding in depth from a "wall" of rocks of roughly similar size but different shapes. Subjects responded "present" when one rock appeared closer than the rest, owing to occlusions or cast shadows, and "absent" when all rocks appeared to be at the same depth. Results showed that cast shadows can significantly decrease reaction times compared to scenes with no cast shadows, in which the target was revealed only by occlusions of rocks behind it. A control experiment showed that cast shadows can be utilized even for displays involving rocks of several achromatic surface colors (dark through light), in which the shadow cast by the target rock was not the darkest region in the scene. Finally, in contrast with reports of experiments by others involving polygonal figures, we found no evidence for an effect of illumination direction (above vs. below) on search times.Office of Naval Research (N00014-94-1-0597, N00014-95-1-0409

    Shadow Generation in Augmented Reality: A Complete Survey

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    This paper provides an overview of the issues and techniques involved in shadow generation in mixed reality environments. Shadow generation techniques in virtual environments are explained briefly. The key factors characterizing the well-known techniques are described in detail and the pros and cons of each technique are discussed. The conceptual perspective, the improvements, and future techniques are also investigated, sum- marized, and analysed in depth. This paper aims to provide researchers with a solid background on the state- of-the-art implementation of shadows in mixed reality. Thus, this could make it easier to choose the most appropriate method to achieve the aims. It is also hoped that this analysis will help researchers find solutions to the problems facing each technique

    Development of A First-Person Horror Game With High-Fidelity Graphics

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    Victims of Dead Stories is a psychological single-player horror game in the first-person perspective, with high-fidelity graphics, where the player explores the hallways of a house whileexperiencingsupernaturaloccurrences,andprogressinginthenarrativewhilelooping around the house. The major inspiration for Victims of Dead Stories is P.T. Silent Hills, developed by KojimaProductions, while theplayer is constantly looping around the house. Themainobjectiveofthis project is to design and developagamewithrealistic graphics, reaching an appearance of a AAA game, while maintaining good performance and offering optimization options to the player. This project is also proof of what two students from different areas can achieve, of what indie developers can accomplish with love and dedication to a game. As for the methodology, this document consists of detailing the design of various areas of the game- the narrative, level design, game mechanics, among others- as well as detailing the development of those design areas, by using the Unity Engine and the C# language, to implement and export the game for the PC platform.Victims of Dead Stories é um jogo de terror psicológico para um jogador na perspectiva da primeira pessoa, com gráficos de alta fidelidade, onde o jogador explora os corredores de uma casa enquanto experiencia ocorrências sobrenaturais, e progride na narrativa enquanto percorre a casa. A principal inspiração para Victims of Dead Stories é P.T. Silent Hills, desenvolvido pela Kojima Productions, onde o jogador está constantemente a experienciar loops dos corredores. O principal objectivo deste projecto é conceber e desenvolver um jogo com gráficos realistas, alcançando a aparência de um jogo AAA, mantendo ao mesmo tempo um bom desempenho e oferecendo opções de optimização ao jogador. Este projecto é também uma prova do que dois estudantes de áreas diferentes podem alcançar, do que os criadores independentes podem realizar com amor e dedicação a um jogo. Quanto à metodologia, este documento consiste em detalhar o design de várias áreas do jogo- a narrativa, o level design, as mecânicas do jogo, entre outras- assim como em detalhar o desenvolvimento dessas áreas de design, utilizando o motor de jogo Unity e a linguagem de programação C#, para implementar e exportar o jogo para a plataforma PC

    Approaching Visual Search in Photo-Realistic Scenes

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    Visual search is extended from the domain of polygonal figures presented on a uniform background to scenes in which search is for a photo-realistic object in a dense, naturalistic background. Scene generation for these displays relies on a powerful solid modeling program to define the three dimensional forms, surface properties, relative positions, and illumination of the objects and a rendering program to produce an image. Search in the presented experiments is for a rock with specific properties among other, similar rocks, although the method described can be generalized to other situations. Using this technique we explore the effects of illumination and shadows in aiding search for a rock in front of and closer to the viewer than other rocks in the scene. For these scenes, shadows of two different contrast levels can significantly deet·ease reaction times for displays in which target rocks are similar to distractor rocks. However, when the target rock is itself easily distinguishable from dis tractors on the basis of form, the presence or absence of shadows has no discernible effect. To relate our findings to those for earlier polygonal displays, we simplified the non-shadow displays so that only boundary information remained. For these simpler displays, search slopes (the reaction time as a function of the number of distractors) were significantly faster, indicating that the more complex photo-realistic objects require more time to process for visual search. In contrast with several previous experiments involving polygonal figures, we found no evidence for an effect of illumination direction on search times

    Efficient algorithms for occlusion culling and shadows

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    The goal of this research is to develop more efficient techniques for computing the visibility and shadows in real-time rendering of three-dimensional scenes. Visibility algorithms determine what is visible from a camera, whereas shadow algorithms solve the same problem from the viewpoint of a light source. In rendering, a lot of computational resources are often spent on primitives that are not visible in the final image. One visibility algorithm for reducing the overhead is occlusion culling, which quickly discards the objects or primitives that are obstructed from the view by other primitives. A new method is presented for performing occlusion culling using silhouettes of meshes instead of triangles. Additionally, modifications are suggested to occlusion queries in order to reduce their computational overhead. The performance of currently available graphics hardware depends on the ordering of input primitives. A new technique, called delay streams, is proposed as a generic solution to order-dependent problems. The technique significantly reduces the pixel processing requirements by improving the efficiency of occlusion culling inside graphics hardware. Additionally, the memory requirements of order-independent transparency algorithms are reduced. A shadow map is a discretized representation of the scene geometry as seen by a light source. Typically the discretization causes difficult aliasing issues, such as jagged shadow boundaries and incorrect self-shadowing. A novel solution is presented for suppressing all types of aliasing artifacts by providing the correct sampling points for shadow maps, thus fully abandoning the previously used regular structures. Also, a simple technique is introduced for limiting the shadow map lookups to the pixels that get projected inside the shadow map. The fillrate problem of hardware-accelerated shadow volumes is greatly reduced with a new hierarchical rendering technique. The algorithm performs per-pixel shadow computations only at visible shadow boundaries, and uses lower resolution shadows for the parts of the screen that are guaranteed to be either fully lit or fully in shadow. The proposed techniques are expected to improve the rendering performance in most real-time applications that use 3D graphics, especially in computer games. More efficient algorithms for occlusion culling and shadows are important steps towards larger, more realistic virtual environments.reviewe

    Deep Shading: Convolutional Neural Networks for Screen-Space Shading

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    In computer vision, Convolutional Neural Networks (CNNs) have recently achieved new levels of performance for several inverse problems where RGB pixel appearance is mapped to attributes such as positions, normals or reflectance. In computer graphics, screen-space shading has recently increased the visual quality in interactive image synthesis, where per-pixel attributes such as positions, normals or reflectance of a virtual 3D scene are converted into RGB pixel appearance, enabling effects like ambient occlusion, indirect light, scattering, depth-of-field, motion blur, or anti-aliasing. In this paper we consider the diagonal problem: synthesizing appearance from given per-pixel attributes using a CNN. The resulting Deep Shading simulates all screen-space effects as well as arbitrary combinations thereof at competitive quality and speed while not being programmed by human experts but learned from example images

    Photo-Realistic Scenes with Cast Shadows Show No Above/Below Search Asymmetries for Illumination Direction

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    Visual search is extended from the domain of polygonal figures presented on a uniform field to photo-realistic scenes containing target objects in dense, naturalistic backgrounds. The target in a trial is a computer-rendered rock protruding in depth from a "wall" of rocks of roughly similar size but different shapes. Subjects responded "present" when one rock appeared closer than the rest, owing to occlusions or cast shadows, and "absent" when all rocks appeared to be at the same depth. Results showed that cast shadows can significantly decrease reaction times compared to scenes with no cast shadows, in which the target was revealed only by occlusions of rocks behind it. A control experiment showed that cast shadows can be utilized even for displays involving rocks of several achromatic surface colors (dark through light), in which the shadow cast by the target rock was not the darkest region in the scene. Finally, in contrast with reports of experiments by others involving polygonal figures, we found no evidence for an effect of illumination direction (above vs. below) on search times.Office of Naval Research (N00014-94-1-0597, N00014-95-1-0409
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