73 research outputs found

    Efficient shadow algorithms on graphics hardware

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    Thesis (S.M.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, February 2005.Includes bibliographical references (p. 85-92).Shadows are important to computer graphics because they add realism and help the viewer identify spatial relationships. Shadows are also useful story-telling devices. For instance, artists carefully choose the shape, softness, and placement of shadows to establish mood or character. Many shadow generation techniques developed over the years have been used successfully in offline movie production. It is still challenging, however, to compute high-quality shadows in real-time for dynamic scenes. This thesis presents two efficient shadow algorithms. Although these algorithms are designed to run in real-time on graphics hardware, they are also well-suited to offline rendering systems. First, we describe a hybrid algorithm for rendering hard shadows accurately and efficiently. Our method combines the strengths of two existing techniques, shadow maps and shadow volumes. We first use a shadow map to identify the pixels in the image that lie near shadow discontinuities. Then, we perform the shadow-volume computation only at these pixels to ensure accurate shadow edges. This approach simultaneously avoids the edge aliasing artifacts of standard shadow maps and avoids the high fillrate consumption of standard shadow volumes. The algorithm relies on a hardware mechanism that we call a computation mask for rapidly rejecting non-silhouette pixels during rasterization. Second, we present a method for the real-time rendering of soft shadows. Our approach builds on the shadow map algorithm by attaching geometric primitives that we call smoothies to the objects' silhouettes. The smoothies give rise to fake shadows that appear qualitatively like soft shadows, without the cost of densely sampling an area light source.(cont.) In particular, the softness of the shadow edges depends on the ratio of distances between the light source, the blockers, and the receivers. The soft shadow edges hide objectionable aliasing artifacts that are noticeable with ordinary shadow maps. Our algorithm computes shadows efficiently in image space and maps well to programmable graphics hardware.by Eric Chan.S.M

    Penumbra maps: approximate soft shadows in real-time

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    Journal ArticleGenerating soft shadows quickly is difficult. Few techniques have enough flexibility to interactively render soft shadows in scenes with arbitrarily complex occluders and receivers. This paper introduces the penumbra map, which extends current shadow map techniques to interactively approximate soft shadows. Using object silhouette edges, as seen from the center of an area light, a map is generated containing approximate penumbral regions. Rendering requires two lookups, one into each the penumbra and shadow maps. Penumbra maps allow arbitrary dynamic models to easily shadow themselves and other nearby complex objects with plausible penumbrae

    Soft bilateral filtering shadows using multiple image-based algorithms

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    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

    Controllable Shadow Generation Using Pixel Height Maps

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    Shadows are essential for realistic image compositing. Physics-based shadow rendering methods require 3D geometries, which are not always available. Deep learning-based shadow synthesis methods learn a mapping from the light information to an object's shadow without explicitly modeling the shadow geometry. Still, they lack control and are prone to visual artifacts. We introduce pixel heigh, a novel geometry representation that encodes the correlations between objects, ground, and camera pose. The pixel height can be calculated from 3D geometries, manually annotated on 2D images, and can also be predicted from a single-view RGB image by a supervised approach. It can be used to calculate hard shadows in a 2D image based on the projective geometry, providing precise control of the shadows' direction and shape. Furthermore, we propose a data-driven soft shadow generator to apply softness to a hard shadow based on a softness input parameter. Qualitative and quantitative evaluations demonstrate that the proposed pixel height significantly improves the quality of the shadow generation while allowing for controllability.Comment: 15 pages, 11 figure

    Rendering of light shaft and shadow for indoor environments enhancing technique

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    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

    APPLYING THE REAL TIME SHADOWING METHOD FOR CREATING SOFT SHADOWS IN OPENGL

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    This paper presents a technique for rapidly generating and rendering of soft shadows on the scene. The method has the advantage of real-time creating of shadows which look more realistic than hard shadows and have high quality, also it has not high demands in resources. The main idea is to replace a complex light source with a collection of multiple point sources of light in order to decrease rendering time. The mathematic model, experiments, and comparison with similar techniques are given and described

    Occlusion Textures for Plausible Soft Shadows

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    International audienceThis paper presents a new approach to compute plausible soft shadows for complex dynamic scenes and rectangular light sources. We estimate the occlusion at each point of the scene using prefiltered occlusion textures, which dynamically approximate the scene geometry. The algorithm is fast and its performance independent of the light's size. Being image-based, it is mostly independent of the scene complexity and type. No a priori information is needed, and there is no caster/receiver separation. This makes the method appealing and easy to use

    Génération d'ombres floues provenant de sources de lumière surfaciques à l'aide de tampons d'ombre étendus

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    Mémoire numérisé par la Direction des bibliothèques de l'Université de Montréal
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