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Efficient Physically-Based Shadow Algorithms (2006)
| Content Provider | CiteSeerX |
|---|---|
| Researcher | Laine, Samuli |
| Abstract | This research focuses on developing efficient algorithms for computing shadows in computer-generated images. A distinctive feature of the shadow algorithms presented in this thesis is that they produce correct, physically-based results, instead of giving approximations whose quality is often hard to ensure or evaluate. Light sources that are modeled as points without any spatial extent produce hard shadows with sharp boundaries. Shadow mapping is a traditional method for rendering such shadows. A shadow map is a depth buffer computed from the scene, using a point light source as the viewpoint. The finite resolution of the shadow map requires that its contents are resampled when determining the shadows on visible surfaces. This causes various artifacts such as incorrect self-shadowing and jagged shadow boundaries. A novel method is presented that avoids the resampling step, and provides exact shadows for every point visible in the image. The shadow volume algorithm is another commonly used algorithm for real-time rendering of hard shadows. This algorithm gives exact results and does not suffer from any resampling problems, but it tends to consume a lot of fillrate, which leads to performance problems. This thesis presents a new technique for locally choosing between two previous shadow volume algorithms with different performance characteristics. A simple criterion for making the local choices is shown to yield better performance than using either of the algorithms alone. Light sources with nonzero spatial extent give rise to soft shadows with smooth boundaries. A novel method is presented that transposes the classical processing order for soft shadow computation in offline rendering. Instead of casting shadow rays, the algorithm first conceptually collects every ray that would need to be cast, and then processes the shadow-casting primitives one by one, hierarchically finding the rays that are blocked. Another new soft shadow algorithm takes a different point of view into computing the shadows. Only the silhouettes of the shadow casters are used for determining the shadows, and an unintrusive execution model makes the algorithm practical for production use in offline rendering. The proposed techniques accelerate the computing of physically-based shadows in real-time and offline rendering. These improvements make it possible to use correct, physically-based shadows in a broad range of scenes that previous methods cannot handle efficiently enough. This thesis consists of an overview and of the following 5 publications: 1. T. Aila and S. Laine. Alias-Free Shadow Maps. In Rendering Techniques 2004 (Eurographics Symposium on Rendering), pages 161-166. Eurographics Association, 2004. 2. S. Laine and T. Aila. Hierarchical Penumbra Casting. Computer Graphics Forum, 24 (3): 313-322, 2005. 3. S. Laine. Split-Plane Shadow Volumes. In Graphics Hardware 2005 (Eurographics Symposium Proceedings), pages 23-32. Eurographics Association, 2005. 4. S. Laine, T. Aila, U. Assarsson, J. Lehtinen and T. Akenine-Möller. Soft Shadow Volumes for Ray Tracing. ACM Transactions on Graphics, 24 (3): 1156-1165, 2005. 5. J. Lehtinen, S. Laine and T. Aila. An Improved Physically-Based Soft Shadow Volume Algorithm. Computer Graphics Forum, 25 (3): 303-312, 2006. |
| File Format | |
| Publisher Date | 2006-01-01 |
| Access Restriction | Open |
| Subject Keyword | Hierarchical Penumbra Casting Spatial Extent Eurographics Association Acm Transaction Simple Criterion Light Source Eurographics Symposium Proceeding Nonzero Spatial Extent Hard Shadow Novel Method Exact Shadow New Technique Soft Shadow Computation Incorrect Self-shadowing Ray Tracing Soft Shadow Volume Point Visible Graphic Hardware Production Use Shadow-casting Primitive Efficient Physically-based Shadow Algorithm Real-time Rendering Point Light Source Shadow Map Previous Shadow Volume Finite Resolution Physically-based Result Previous Method New Soft Shadow Algorithm Eurographics Symposium Performance Problem Akenine-m Ller Soft Shadow Shadow Boundary Shadow Ray Shadow Volume Algorithm Classical Processing Order Shadow Caster Offline Rendering Physically-based Shadow Alias-free Shadow Map Resampling Step Different Point Unintrusive Execution Model Sharp Boundary Computer-generated Image Shadow Algorithm Visible Surface Efficient Algorithm Depth Buffer Distinctive Feature Smooth Boundary Different Performance Characteristic Traditional Method Local Choice Shadow Mapping Split-plane Shadow Volume Algorithm Practical Computer Graphic Forum Various Artifact |
| Content Type | Text |
| Resource Type | Thesis |