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Fast accurate soft shadows with adaptive light source sampling.
| Content Provider | CiteSeerX |
|---|---|
| Author | Goesele, M. Grosch, T. Preim, B. Theisel, H. Schwärzler, Michael Mattausch, Oliver Scherzer, Daniel Wimmer, Michael |
| Abstract | Figure 1: Our proposed method is capable of selecting and rendering a significantly reduced amount of shadow maps needed for a physically correct soft shadow solution using an adaptive light source subdivision. Left: Scene rendered from far with 289 fixed samples (10 FPS). Middle Left: The same view point rendered with our method with only 25 samples (67 FPS). Middle Right: The same scene, rendered from a closer view point with 289 fixed samples (10 FPS). Right: Our method reduces the number of needed samples to 105 (18 FPS). Physically accurate soft shadows in 3D applications can be simulated by taking multiple samples from all over the area light source and accumulating them. Due to the unpredictability of the size of the penumbra regions, the required sampling density has to be high in order to guarantee smooth shadow transitions in all cases. Hence, several hundreds of shadow maps have to be evaluated in any scene configuration, making the process computationally expensive. Thus, we suggest an adaptive light source subdivision approach to select the sampling points adaptively. The main idea is to start with a few samples on the area light, evaluating there differences using hardware occlusion queries, and adding more sampling points if necessary. Our method is capable of selecting and rendering only the samples which contribute to an improved shadow quality, and hence generate shadows of comparable quality and accuracy. Even though additional calculation time is needed for the comparison step, this method saves valuable rendering time and achieves interactive to real-time frame rates in many cases where a brute force sampling method does not. Categories and Subject Descriptors (according to ACM CCS): I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism—Color, shading, shadowing, and texture |
| File Format | |
| Access Restriction | Open |
| Content Type | Text |