9 research outputs found

    Soft Textured Shadow Volume

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    International audienceEfficiently computing robust soft shadows is a challenging and time consuming task. On the one hand, the quality of image-based shadows is inherently limited by the discrete property of their framework. On the other hand, object-based algorithms do not exhibit such discretization issues but they can only efficiently deal with triangles having a constant transmittance factor. This paper addresses this limitation. We propose a general algorithm for the computation of robust and accurate soft shadows for triangles with a spatially varying transmittance. We then show how this technique can be efficiently included into object-based soft shadow algorithms. This results in unified object-based frameworks for computing robust direct shadows for both standard and perforated triangles in fully animated scenes

    Predicted Virtual Soft Shadow Maps with High Quality Filtering

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    International audienceIn this paper we present a novel image based algorithm to render visually plausible anti-aliased soft shadows in a robust and efïŹcient manner. To achieve both high visual quality and high performance, it employs an accurate shadow map ïŹltering method which guarantees smooth penumbrae and high quality anisotropic anti-aliasing of the sharp transitions. Unlike approaches based on pre-ïŹltering approximations, our approach does not suffer from light bleeding or losing contact shadows. Discretization artefacts are avoided by creating virtual shadow maps on the ïŹ‚y according to a novel shadow map resolution prediction model. This model takes into account the screen space frequency of the penumbrae via a perceptual metric which has been directly established from an appropriate user study. Consequently, our algorithm always generates shadow maps with minimal resolutions enabling high performance while guarantying high quality. Thanks to this perceptual model, our algorithm can sometimes be faster at rendering soft shadows than hard shadows. It can render game-like scenes at very high frame rates, and extremely large and complex scenes such as CAD models at interactive rates. In addition, our algorithm is highly scalable, and the quality versus performance trade-off can be easily tweaked

    Robust object-based algorithms for direct shadow simulation

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    En informatique graphique, les algorithmes de gĂ©nĂ©rations d'ombres Ă©valuent la quantitĂ© de lumiĂšre directement perçue par une environnement virtuel. Calculer prĂ©cisĂ©ment des ombres est cependant coĂ»teux en temps de calcul. Dans cette dissertation, nous prĂ©sentons un nouveau systĂšme basĂ© objet robuste, qui permet de calculer des ombres rĂ©alistes sur des scĂšnes dynamiques et ce en temps interactif. Nos contributions incluent notamment le dĂ©veloppement de nouveaux algorithmes de gĂ©nĂ©ration d'ombres douces ainsi que leur mise en oeuvre efficace sur processeur graphique. Nous commençons par formaliser la problĂ©matique du calcul d'ombres directes. Tout d'abord, nous dĂ©finissons ce que sont les ombres directes dans le contexte gĂ©nĂ©ral du transport de la lumiĂšre. Nous Ă©tudions ensuite les techniques interactives qui gĂ©nĂšrent des ombres directes. Suite Ă  cette Ă©tude nous montrons que mĂȘmes les algorithmes dit physiquement rĂ©alistes se reposent sur des approximations. Nous mettons Ă©galement en avant, que malgrĂ© leur contraintes gĂ©omĂ©triques, les algorithmes d'ombres basĂ©es objet sont un bon point de dĂ©part pour rĂ©soudre notre problĂ©matique de gĂ©nĂ©ration efficace et robuste d'ombres directes. BasĂ© sur cette observation, nous Ă©tudions alors le systĂšme basĂ© objet existant et mettons en avant ses problĂšmes de robustesse. Nous proposons une nouvelle technique qui amĂ©liore la qualitĂ© des ombres gĂ©nĂ©rĂ©es par ce systĂšme en lui ajoutant une Ă©tape de mĂ©lange de pĂ©nombres. MalgrĂ© des propriĂ©tĂ©s et des rĂ©sultats convaincants, les limitations thĂ©oriques et de mise en oeuvre limite la qualitĂ© gĂ©nĂ©rale et les performances de cet algorithme. Nous prĂ©sentons ensuite un nouvel algorithme d'ombres basĂ©es objet. Cet algorithme combine l'efficacitĂ© de l'approche basĂ©e objet temps rĂ©el avec la prĂ©cision de sa gĂ©nĂ©ralisation au rendu hors ligne. Notre algorithme repose sur l'Ă©valuation locale du nombre d'objets entre deux points : la complexitĂ© de profondeur. Nous dĂ©crivons comment nous utilisons cet algorithme pour Ă©chantillonner la complexitĂ© de profondeur entre les surfaces visibles d'une scĂšne et une source lumineuse. Nous gĂ©nĂ©rons ensuite des ombres Ă  partir de cette information soit en modulant l'Ă©clairage direct soit en intĂ©grant numĂ©riquement l'Ă©quation d'illumination directe. Nous proposons ensuite une extension de notre algorithme afin qu'il puisse prendre en compte les ombres projetĂ©es par des objets semi-opaque. Finalement, nous prĂ©sentons une mise en oeuvre efficace de notre systĂšme qui dĂ©montre que des ombres basĂ©es objet peuvent ĂȘtre gĂ©nĂ©rĂ©es de façon efficace et ce mĂȘme sur une scĂšne dynamique. En rendu temps rĂ©el, il est commun de reprĂ©senter des objets trĂšs dĂ©taillĂ©s encombinant peu de triangles avec des textures qui reprĂ©sentent l'opacitĂ© binaire de l'objet. Les techniques de gĂ©nĂ©ration d'ombres basĂ©es objet ne traitent pas de tels triangles dit "perforĂ©s". De par leur nature, elles manipulent uniquement les gĂ©omĂ©tries explicitement reprĂ©sentĂ©es par des primitives gĂ©omĂ©triques. Nous prĂ©sentons une nouvel algorithme basĂ© objet qui lĂšve cette limitation. Nous soulignons que notre mĂ©thode peut ĂȘtre efficacement combinĂ©e avec les systĂšmes existants afin de proposer un systĂšme unifiĂ© basĂ© objet qui gĂ©nĂšre des ombres Ă  la fois pour des maillages classiques et des gĂ©omĂ©tries perforĂ©es. La mise en oeuvre proposĂ©e montre finalement qu'une telle combinaison fournit une solution Ă©lĂ©gante, efficace et robuste Ă  la problĂ©matique gĂ©nĂ©rale de l'Ă©clairage direct et ce aussi bien pour des applications temps rĂ©el que des applications sensibles Ă  la la prĂ©cision du rĂ©sultat.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

    Efficient shadow map filtering

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    Schatten liefern dem menschlichen Auge wichtige Informationen, um die rĂ€umlichen Beziehungen in der Umgebung in der wir leben wahrzunehmen. Sie sind somit ein unverzichtbarer Bestandteil der realistischen Bildsynthese. Leider ist die Sichtbarkeitsberechnung ein rechenintensiver Prozess. Bildbasierte Methoden, wie zum Beispiel Shadow Maps, verhalten sich positiv gegenĂŒber einer wachsenden SzenenkomplexitĂ€t, produzieren aber Artefakte sowohl in der rĂ€umlichen, als auch in der temporalen DomĂ€ne, da sie nicht wie herkömmliche Bilder gefiltert werden können. Diese Dissertation prĂ€sentiert neue Echtzeit-Schattenverfahren die das effiziente Filtern von Shadow Maps ermöglichen, um die BildqualitĂ€t und das KohĂ€renzverhalten zu verbessern. Hierzu formulieren wir den Schattentest als eine Summe von Produkten, bei der die beiden Parameter der Schattenfunktion separiert werden. Shadow Maps werden dann in sogenannte Basis-Bilder transformiert, die im Gegensatz zu Shadow Maps linear gefiltert werden können. Die gefilterten Basis-Bilder sind Ă€quivalent zu einem vorgefilterten Schattentest und werden verwendet, um geglĂ€ttete Schattenkanten und realistische weiche Schatten zu berechnen.Shadows provide the human visual system with important cues to sense spatial relationships in the environment we live in. As such they are an indispensable part of realistic computerenerated imagery. Unfortunately, visibility determination is computationally expensive. Image-based simplifications to the problem such as Shadow Maps perform well with increased scene complexity but produce artifacts both in the spatial and temporal domain because they lack efficient filtering support. This dissertation presents novel real-time shadow algorithms to enable efficient filtering of Shadow Maps in order to increase the image quality and overall coherence characteristics. This is achieved by expressing the shadow test as a sum of products where the parameters of the shadow test are separated from each other. Ordinary Shadow Maps are then subject to a transformation into new so called basis-images which can, as opposed to Shadow Maps, be linearly filtered. The convolved basis images are equivalent to a pre-filtered shadow test and used to reconstruct anti-aliased as well as physically plausible all-frequency shadows

    Visually pleasing real-time global illumination rendering for fully-dynamic scenes

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    Global illumination (GI) rendering plays a crucial role in the photo-realistic rendering of virtual scenes. With the rapid development of graphics hardware, GI has become increasingly attractive even for real-time applications nowadays. However, the computation of physically-correct global illumination is time-consuming and cannot achieve real-time, or even interactive performance. Although the realtime GI is possible using a solution based on precomputation, such a solution cannot deal with fully-dynamic scenes. This dissertation focuses on solving these problems by introducing visually pleasing real-time global illumination rendering for fully-dynamic scenes. To this end, we develop a set of novel algorithms and techniques for rendering global illumination effects using the graphics hardware. All these algorithms not only result in real-time or interactive performance, but also generate comparable quality to the previous works in off-line rendering. First, we present a novel implicit visibility technique to circumvent expensive visibility queries in hierarchical radiosity by evaluating the visibility implicitly. Thereafter, we focus on rendering visually plausible soft shadows, which is the most important GI effect caused by the visibility determination. Based on the pre-filtering shadowmapping theory, wesuccessively propose two real-time soft shadow mapping methods: "convolution soft shadow mapping" (CSSM) and "variance soft shadow mapping" (VSSM). Furthermore, we successfully apply our CSSM method in computing the shadow effects for indirect lighting. Finally, to explore the GI rendering in participating media, we investigate a novel technique to interactively render volume caustics in the single-scattering participating media.Das Rendern globaler Beleuchtung ist fĂŒr die fotorealistische Darstellung virtueller Szenen von entscheidender Bedeutung. Dank der rapiden Entwicklung der Grafik-Hardware wird die globale Beleuchtung heutzutage sogar fĂŒr Echtzeitanwendungen immer attraktiver. Trotz allem ist die Berechnung physikalisch korrekter globaler Beleuchtung zeitintensiv und interaktive Laufzeiten können mit "standard Hardware" noch nicht erzielt werden. Obwohl das Rendering auf der Grundlage von Vorberechnungen in Echtzeit möglich ist, kann ein solcher Ansatz nicht auf voll-dynamische Szenen angewendet werden. Diese Dissertation zielt darauf ab, das Problem der globalen Beleuchtungsberechnung durch EinfĂŒhrung von neuen Techniken fĂŒr voll-dynamische Szenen in Echtzeit zu lösen. Dazu stellen wir eine Reihe neuer Algorithmen vor, die die Effekte der globaler Beleuchtung auf der Grafik-Hardware berechnen. All diese Algorithmen erzielen nicht nur Echtzeit bzw. interaktive Laufzeiten sondern liefern auch eine QualitĂ€t, die mit bisherigen offline Methoden vergleichbar ist. ZunĂ€chst prĂ€sentieren wir eine neue Technik zur Berechnung impliziter Sichtbarkeit, die aufwĂ€ndige Sichbarkeitstests in hierarchischen Radiosity-Datenstrukturen vermeidet. Anschliessend stellen wir eine Methode vor, die weiche Schatten, ein wichtiger Effekt fĂŒr die globale Beleuchtung, in Echtzeit berechnet. Auf der Grundlage der Theorie ĂŒber vorgefilterten Schattenwurf, zeigen wir nacheinander zwei Echtzeitmethoden zur Berechnung weicher SchattenwĂŒrfe: "Convolution Soft Shadow Mapping" (CSSM) und "Variance Soft Shadow Mapping" (VSSM). DarĂŒber hinaus wenden wir unsere CSSM-Methode auch erfolgreich auf den Schatteneffekt in der indirekten Beleuchtung an. Abschliessend prĂ€sentieren wir eine neue Methode zum interaktiven Rendern von Volumen-Kaustiken in einfach streuenden, halbtransparenten Medien

    High-Quality Adaptive Soft Shadow Mapping

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    International audienceThe recent soft shadow mapping technique allows the rendering in real-time of convincing soft shadows on complex and dynamic scenes using a single shadow map. While attractive, this method suffers from shadow overestimation and becomes both expensive and approximate when dealing with large penumbrae. This paper proposes new solutions removing these limitations and hence providing an efficient and practical technique for soft shadow generation. First, we propose a new visibility computation procedure based on the detection of occluder contours which is more accurate and faster while reducing aliasing. Secondly, we present a shadow map multi-resolution strategy keeping the computation complexity almost independent on the light size while maintaining high-quality rendering. Finally, we propose a view dependent adaptive strategy, that automatically reduces the screen resolution in the region of large penumbrae, thus allowing us to keep very high frame rates in any situation

    EUROGRAPHICS 2007 / D. Cohen-Or and P. SlavĂ­k (Guest Editors) High-Quality Adaptive Soft Shadow Mapping

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    The recent soft shadow mapping technique [GBP06] allows the rendering in real-time of convincing soft shadows on complex and dynamic scenes using a single shadow map. While attractive, this method suffers from shadow overestimation and becomes both expensive and approximate when dealing with large penumbrae. This paper proposes new solutions removing these limitations and hence providing an efficient and practical technique for soft shadow generation. First, we propose a new visibility computation procedure based on the detection of occluder contours, that is more accurate and faster while reducing aliasing. Secondly, we present a shadow map multiresolution strategy keeping the computation complexity almost independent on the light size while maintaining high-quality rendering. Finally, we propose a view-dependent adaptive strategy, that automatically reduces the screen resolution in the region of large penumbrae, thus allowing us to keep very high frame rates in any situation. Categories and Subject Descriptors (according to ACM CCS): I.3.7 [Computer Graphics]: Three-Dimensional Graphics and RealismColor, shading, shadowing, and textur
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