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A Geometry-Based

Soft Shadow Volume Algorithm Using Graphics

Hardware

A Geometry-Based

Soft Shadow Volume Algorithm Using Graphics

Hardware

Ulf Assarsson Ulf Assarsson

andand

Tomas Akenine

Tomas Akenine--MMööllerller

SIGGRAPH 2003 SIGGRAPH 2003

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We present: We We present: present:

A Soft Shadow Volume Algorithm:

• Area light sources

• Simple volumetric light sources

• Textures and short video textures as lights

• Real-time performance with programmable graphics hardware

• Approximate soft shadows

– Trade speed vs accuracy

A Soft Shadow Volume Algorithm:

Area light sources

Simple volumetric light sources

Textures and short video textures as lights

Real-time performance with programmable graphics hardware

Approximate soft shadows

Trade speed vs accuracy

(3)

Intro demo

Intro demo

(4)

A short recap… A A short recap short recap

Area/volumetric lights give soft shadows

• Real lights have area or volume

• Thus, soft shadows more realistic

Area/volumetric lights give soft shadows

Real lights have area or volume

Thus, soft shadows more realistic

SOFT HARD

(5)

Overview Overview

Computation of visibility mask:

Computation of visibility mask:

1st pass: Render hard shadow1st pass: Render hard shadow

2nd pass: compensate for overstated umbra2nd pass: compensate for overstated umbra

(6)

Hard vs. soft shadows Hard vs. soft shadows

point source

umbra

area source

umbra penumbra

Two different light source types:

Two different light source types:

(7)

A Real-Time Soft Shadow Volume Algorithm

A Real-Time Soft Shadow

Volume Algorithm

(8)

Wedges Wedges Wedges

• Each silhouette edge has a corresponding wedge

– Provides a piece of penumbra contribution

– Rasterized by pixelshader

Each silhouette edge has a corresponding wedge

Provides a piece of penumbra contribution

Rasterized by pixelshader

(9)

Two-pass algorithm

Two-pass algorithm

(10)

Visibility computation Visibility computation

Really want to compute how much we can see of the light source

(11)

Visibility computation

Visibility computation

(12)

Precomputed contribution in 4D textures

Precomputed contribution in 4D textures

contribution

contribution areaarea

3232

3232

(13)

How the visibility

computation works:

How the visibility

computation works:

(14)

Rasterize a wedge

Rasterize a wedge

(15)

A A wedge wedge for for each silhouette edgeeach silhouette edge……

(16)

A A wedge wedge for for each silhouette edgeeach silhouette edge……

(17)

A A wedge wedge for for each silhouette edgeeach silhouette edge……

(18)

A A wedge wedge for for each silhouette edgeeach silhouette edge……

(19)

A A wedge wedge for for each silhouette edgeeach silhouette edge……

(20)

Rasterizing

Rasterizing the the wedgeswedges

(21)

Rasterizing

Rasterizing the the wedgeswedges

(22)

Rasterizing

Rasterizing the the wedgeswedges

(23)

Rasterizing

Rasterizing the the wedgeswedges

(24)

Rasterizing

Rasterizing the the wedgeswedges

(25)

Examples using textured lights Examples using textured lights

Texture

Texture of 16 area of 16 area lightslights Texture Texture of of two colorstwo colors

(26)

Fire Demo Fire

Fire Demo Demo

(27)

Fire Demo Fire

Fire Demo Demo

(28)

Comparisons Comparisons Comparisons

Reference

Reference image image Our algorithmOur algorithm

(29)

Comparisons Comparisons Comparisons

Reference

Reference image image Our algorithmOur algorithm

(30)

Comparisons Comparisons Comparisons

Small Small

light light source source

Large Large

light light source source

(31)

Comparisons Comparisons Comparisons

512 512 point lights Our algorithmpoint lights Our algorithm

(32)

The Last Demo

The Last Demo

參考文獻

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