Real-Time, All-Frequency Shadows in Dynamic Scenes

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Real-Time, All- Frequency Shadows in Dynamic Scenes Thomas Annen * Zhao Dong * Tom Mertens Philippe Bekaert Hans-Peter Seidel * Jan Kautz *MPI Informatik Germany Hasselt University tUL - IBBT, EDM, Belgium University College London UK aterials are get from the author and this paper is presented by CG,

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Some materials are get from the author and this paper is presented by CG, Huang. Real-Time, All-Frequency Shadows in Dynamic Scenes. Outline. Introduction Relate work Convolution Generation of Area Lights for Environment Maps Limitations Result. Outline. Introduction Relate work - PowerPoint PPT Presentation

Transcript of Real-Time, All-Frequency Shadows in Dynamic Scenes

Page 1: Real-Time, All-Frequency Shadows in Dynamic Scenes

Real-Time, All-Frequency Shadows in Dynamic Scenes

Thomas Annen* Zhao Dong* Tom Mertens†

Philippe Bekaert† Hans-Peter Seidel* Jan Kautz‡

*MPI InformatikGermany

†Hasselt UniversitytUL - IBBT, EDM, Belgium

‡University College LondonUK

Some materials are get from the author and this paper is presented by CG, Huang

Page 2: Real-Time, All-Frequency Shadows in Dynamic Scenes

Outline• Introduction• Relate work• Convolution• Generation of Area Lights for Environment

Maps• Limitations• Result

Page 3: Real-Time, All-Frequency Shadows in Dynamic Scenes

Outline• Introduction• Relate work• Convolution• Generation of Area Lights for Environment

Maps• Limitations• Result

Page 4: Real-Time, All-Frequency Shadows in Dynamic Scenes

Introduction• Enable real-time, all-frequency shadows in

dynamic scenes.• Support area light as well as wnviroment

lighting.• The key contribution is renderng plausible soft

shadow.• Enviroment-lit scenes can be rendered.

Page 5: Real-Time, All-Frequency Shadows in Dynamic Scenes

Outline• Introduction• Relate work• Convolution• Generation of Area Lights for Environment

Maps• Limitations• Result

1. Soft Shadows2. Convolution3. Precomputation and Simplification4. Environment map sampling

Page 6: Real-Time, All-Frequency Shadows in Dynamic Scenes

Soft shadows• Early work on shadow mapping extensions

image-based rendering to average hard shadow.[Chen and Williams 93; Agrawala et al. 00]

• Classic shadow volumn method was extended to soft shadows.[Assarsson and Akenine-Moller 03]

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Convolution• Soler and Sillion[98] propose an image-based

shadow algorithm based on convolution.• Don’t support self-shadowing.

• Variance shadow maps[Donnelly and Lauritzen 06]

• Convolution shadow maps[Annen et al. 07]

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Precomputation and simplification• PRT [Sloan et al. 02] calculate and stroes an

illumination-invariant transport solution off-line and uses it for real-time relighting.• Challenging to support fully dynamic scenes with

arbitrary illumination.

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Environment map sampling• Agarwal et al.[03] proposed an efficient point

sampling strategy for environment maps.• Arbree et al. Use disk-shaped light sources to

approximation.• This paper approximate an environment with

a collection of square light sources.

Page 10: Real-Time, All-Frequency Shadows in Dynamic Scenes

Outline• Introduction• Relate work• Convolution• Generation of Area Lights for Environment

Maps• Limitations• Result

Page 11: Real-Time, All-Frequency Shadows in Dynamic Scenes

c

L

Convolution shadow map• x R3

• p R2 • P = T(x)• Shadow function:s(x):=f(d(x),z(p))

• Binary result:– 1 if d(x)<=z(p)– 0 else

x

p

d(x)

z(p)

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Shadow test function: s(x)• What kind of

function is s(x)?

• Heaviside Step Function: H(t)

Sha

dow

term

for x’c

L

x

p d(x’)z(p)

x’

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• Approximate shadow test with Fourier series

Convolution shadow map

)(tH c1 +c2 +..+c4 +..+c8 +..+c16

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Convolution shadow map

• Step function becomes sum of weighted sin()

• Series is separable!

)sin()cos()cos()sin()sin( zdzdzd

)(tH c1 +c2 +..+c4 +..+c8 +..+c16

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Convolution• Bulid on convolution-based methods.• Simulate penumbrae by filtering shadows

depending on the configuration of blocker, receiver, and light source.

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CSM order reduction• Annen et al[07] using a Fourier series to

construct the f, but it’s prone to some artifacts and shadows at contact points may too bright.

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Outline• Introduction• Relate work• Convolution• Generation of Area Lights for Environment

Maps• Limitations• Result

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Generation of Area Lights for Environment Maps

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Outline• Introduction• Relate work• Convolution• Illumination with Soft Shadows• Limitations• Result

1. Ringing Suppression2. Textured light sources

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Outline• Introduction• Relate work• Convolution• Generation of Area Lights for Environment

Maps• Limitations• Result• Conclusions and Future work

1. DirectX 102. Dual-Core AMD 2.2GHz3. NVIDIA GeForce 8800 GTX graphics card

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Result

• Buddha scene with 70k face

MM: MipmapsSAT: Summed area table

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Result

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Result

• Performance of this paper and image quality depend on:– choice of prefilter– Number of area lights– Shadow map size

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Result

• Demonstrate the effect of the sharpening function G().

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Result

• Shows the influence of the number of light sources used for approximating the environment map.

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Outline• Introduction• Relate work• Convolution• Generation of Area Lights for Environment Maps

• Limitations• Result• Conclusions and Future work

1. Based on convolution.2. Fast enough to render many area light sources simul- taneously.3. Provide plausible results, even though they are not

entirely physically correct.4. At future work, intend to explore the use area lights for

indirect illumination.