483 research outputs found

    Robust object-based algorithms for direct shadow simulation

    Get PDF
    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

    Shadows generation using geometry shaders

    Get PDF
    Algorithms for simulating shadows are considered. A shadow volume method using geometry shaders is proposed

    Shadow Techniques for Interactive and Real-Time Applications

    Get PDF
    Shadows provide important visual cues for the relative position of objects in threedimensional space. For interactive and real-time applications, e.g. in virtual reality systems or games, the shadow computation needs to be extremely fast, usually synchronized with the displays refresh rate. Using dynamic scenes with many, movable light sources, shadow computation is therefore often the main bottleneck in a rendering system. In this thesis we will discuss this problem in detail: Originating from Williams shadow maps and Crows shadow volumes, we will present hardware accelerated shadow techniques that are able to generate shadows of high-quality while still being fast enough to be used in real-time or interactive applications. We will show algorithms for the computation of hard shadows as well as for the more complex problem of approximating soft shadows caused by area light sources.Schatten sind wichtige visuelle Merkmale die über die relative Position eines Objektes in einem drei-dimensionalen Raum Aufschluss geben. Die Schattenberechnung muss für interaktive und Echtzeit-Anwendungen, wie z.B. Virtual Reality Systeme oder in Spielen, extrem schnell erfolgen, idealerweise synchronisiert mit der Bildwiederholfrequenz. Im Fall von dynamischen Szenen mit vielen, beweglichen Lichtquellen, ist die Berechnung von Schatten oftmals der zeitkritischste Teil innerhalb eines Rendering-Systems. In dieser Dissertation behandeln wir genau dieses Problem im Detail. Ausgehend vonWilliams\u27; Shadow Maps und Crow\u27;s Shadow Volumes werden Hardwarebeschleunigte Schattentechniken vorgestellt, die Schatten von hoher Qualität erzeugen können, aber trotzdem so effizient sind, dass sie für Echtzeit- und interaktive Anwendungen eingesetzt werden können. Wir werden sowohl Algorithmen zur Berechnung harter Schatten beschreiben, als auch das schwierigere Problem der Approximation von sanften Schatten, wie sie z.B. bei Flächenlichtquellen entstehen, behandeln

    Efficient shadow map filtering

    Get PDF
    Schatten liefern dem menschlichen Auge wichtige Informationen, um die räumlichen 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 gegenüber einer wachsenden Szenenkomplexität, produzieren aber Artefakte sowohl in der räumlichen, als auch in der temporalen Domäne, da sie nicht wie herkömmliche Bilder gefiltert werden können. Diese Dissertation präsentiert neue Echtzeit-Schattenverfahren die das effiziente Filtern von Shadow Maps ermöglichen, um die Bildqualität und das Kohärenzverhalten 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 äquivalent zu einem vorgefilterten Schattentest und werden verwendet, um geglättete 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

    Efficient shadow algorithms on graphics hardware

    Get PDF
    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

    Occlusion Textures for Plausible Soft Shadows

    Get PDF
    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

    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

    An empirically derived system for high-speed shadow rendering

    Get PDF
    Shadows have captivated humanity since the dawn of time; with the current age being no exception – shadows are core to realism and ambience, be it to invoke a classic Baroque interplay of lights, darks and colours as the case in Rembrandt van Rijn’s Militia Company of Captain Frans Banning Cocq or to create a sense of mystery as found in film noir and expressionist cinematography. Shadows, in this traditional sense, are regions of blocked light – the combined effect of placing an object between a light source and surface. This dissertation focuses on real-time shadow generation as a subset of 3D computer graphics. Its main focus is the critical analysis of numerous real-time shadow rendering algorithms and the construction of an empirically derived system for the high-speed rendering of shadows. This critical analysis allows us to assess the relationship between shadow rendering quality and performance. It also allows for the isolation of key algorithmic weaknesses and possible bottleneck areas. Focusing on these bottleneck areas, we investigate several possibilities of improving the performance and quality of shadow rendering; both on a hardware and software level. Primary performance benefits are seen through effective culling, clipping, the use of hardware extensions and by managing the polygonal complexity and silhouette detection of shadow casting meshes. Additional performance gains are achieved by combining the depth-fail stencil shadow volume algorithm with dynamic spatial subdivision. Using this performance data gathered during the analysis of various shadow rendering algorithms, we are able to define a fuzzy logic-based expert system to control the real-time selection of shadow rendering algorithms based on environmental conditions. This system ensures the following: nearby shadows are always of high-quality, distant shadows are, under certain conditions, rendered at a lower quality and the frames per second rendering performance is always maximised.Dissertation (MSc)--University of Pretoria, 2009.Computer Scienceunrestricte
    corecore