3 research outputs found

    Soft bilateral filtering shadows using multiple image-based algorithms

    Get PDF
    This study introduces Soft Bilateral Filtering Shadows method of dynamic scenes, which uses multi-matrices of the light sample points due to lack realism in soft shadows generation in real time. While geometry-based shadow algorithm requires one pass per polygon for rendering shadow that requires time-consuming, the adopted shadow map algorithm needs a single rendering pass for each sample point of the light source to generate shadow at low cost. This method renders a complex scenes and accurately eliminating the inherent deficiencies in shadow maps. In order to compute shadow maps, view matrices were used for each sample point of the extended light source. Then penumbra region was used for interpolation based on bilateral filtering to create the soft shadows. They depend on multiple shadow maps which provide antialiasing shadow maps. The method uses fragment shader for rendering multiple shadow maps with penumbra and umbra regions. The main contribution of this article is introducing interpolation bilaterally of image-based shadows. This method makes the most effect of the computation significantly appear at the edges of the penumbra region. Furthermore, the filtering allows to obtain on the soft shadow marvelously at the lowest number possible of the light sample points. The generated soft shadows have good performance and high quality therefore, they are suitable for interactive applications. © 2016 Springer Science+Business Media New Yor

    Rendering of light shaft and shadow for indoor environments enhancing technique

    Get PDF
    The ray marching methods have become the most attractive method to provide realism in rendering the effects of light scattering in the participating media of numerous applications. This has attracted significant attention from the scientific community. Up-sampling of ray marching methods is suitable to evaluate light scattering effects such as volumetric shadows and light shafts for rendering realistic scenes, but suffers of cost a lot for rendering. Therefore, some encouraging outcomes have been achieved by using down-sampling of ray marching approach to accelerate rendered scenes. However, these methods are inherently prone to artifacts, aliasing and incorrect boundaries due to the reduced number of sample points along view rays. This study proposed a new enhancing technique to render light shafts and shadows taking into consideration the integration light shafts, volumetric shadows, and shadows for indoor environments. This research has three major phases that cover species of the effects addressed in this thesis. The first phase includes the soft volumetric shadows creation technique called Soft Bilateral Filtering Volumetric Shadows (SoftBiF-VS). The soft shadow was created using a new algorithm called Soft Bilateral Filtering Shadow (SBFS). This technique was started by developing an algorithm called Imperfect Multi-View Soft Shadows (IMVSSs) based on down-sampling multiple point lights (DMPLs) and multiple depth maps, which are processed by using bilateral filtering to obtain soft shadows. Then, down-sampling light scattering model was used with (SBFS) to create volumetric shadows, which was improved using cross-bilateral filter to get soft volumetric shadows. In the second phase, soft light shaft was generated using a new technique called Realistic Real-Time Soft Bilateral Filtering Light Shafts (realTiSoftLS). This technique computed the light shaft depending on down-sampling volumetric light model and depth test, and was interpolated by bilateral filtering to gain soft light shafts. Finally, an enhancing technique for integrating all of these effects that represent the third phase of this research was achieved. The performance of the new enhanced technique was evaluated quantitatively and qualitatively a measured using standard dataset. Results from the experiment showed that 63% of the participants gave strong positive responses to this technique of improving realism. From the quantitative evaluation, the results revealed that the technique has dramatically outpaced the stateof- the-art techniques with a speed of 74 fps in improving the performance for indoor environments

    Interpolation-friendly soft shadow maps

    No full text
    soft shadows from a modified shadow map. The shadow representation used by our method has excellent interpolation properties, allowing the shadow boundary to be rendered with sub shadowmap-pixel accuracy, which partially mitigates the resolution problems common to shadow map methods. Unlike similar shadow map methods, our method includes both inner and outer penumbrae, and is in fact physically correct for the simplest case of a straight object edge and infinitely distant extended light source. At object corners or where multiple object edges overlap, our method is no longer physically exact, but still gives plausible results. Finally, we show the method can be implemented naturally and efficiently on programmable graphics hardware. Keywords: soft shadows, shadow map, GPU.
    corecore