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Perspective Shadow Maps. Marc Stamminger REVES/INRIA, Sophia-Antipolis, France now at: Bauhaus-Universität, Weimar, Germany George Drettakis REVES/INRIA, Sophia-Antipolis, France. Generate shadow. Kevin Weiler and Peter Atherton , Siggraph ‘ 19 7 7
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Perspective Shadow Maps Marc Stamminger REVES/INRIA, Sophia-Antipolis, France now at: Bauhaus-Universität, Weimar, Germany George Drettakis REVES/INRIA, Sophia-Antipolis, France
Generate shadow • Kevin Weiler and Peter Atherton, Siggraph ‘1977 • Hidden Surface Removal Using Polygon Area Sorting • Franklin C., Siggraph ‘1977 • Shadow Algorithms for Computer Graphics
shadow maps • Williams, Siggraph ‘1978 • render scene from light source • shadowing by depth comparison
Adaptive shadow maps • T.Lokovic E.Vearch , Siggraph ‘2000 • Deep Shadow Maps • Randima F. Sebastian F. Kavita B., Siggraph ‘2001 • Adaptive Shadow Maps
single shadow map pixel shadow map aliasing • prone to aliasingwhen zooming intoshadow boundaries
okay aliased okay aliased shadow map aliasing • perspective aliasing parallel light
shadow map aliasing • perspective aliasing • smooth transition aliased oversampled
shadow map aliasing • projection aliasing parallel light
shadow map aliasing • projection aliasing • very local aliased oversampled
perspective transformation post-perspective world space
standard shadow map perspective shadow map perspective shadow map shadow map image
standard shadow map perspective shadow map perspective shadow map aliased oversampled
perspective shadow map • shadow map in post-perspective space • just another shadow map projection • reduces perspective aliasing • regeneration per frame necessary
light source transformation • parallellightbecomespointlight
parallel light transformation post-perspective world space
point light transformation post-perspective world space
discussion • best case: • parallel light inpost-perspectivespace • no new perspectivedistortion post-perspective world space
discussion • non-optimal case: • point lightclose tofrustum • worst case: • becomesuniformshadow map post-perspective world space
near plane selection • near plane as far as possible
near plane selection • automaticselection:reading backdepth buffer
shadows from behind • virtuallymovecamerabackwards
shadow map window • geometric method to include all necessary objects • details in the paper
results • first implementation on an Xbox game developer kit courtesy of Thatcher Ulrich
conclusion • perspective shadow maps • shadow map in post-perspective space • just another shadow map matrix • non-uniform shadow map resolution • needs recomputation per frame • minimal overhead for dynamic scenes