Soft Shadow Maps: Efficient Sampling of Light Source Visibility

نویسندگان

  • Lionel Atty
  • Nicolas Holzschuch
  • Marc Lapierre
  • Jean-Marc Hasenfratz
  • Charles D. Hansen
  • François X. Sillion
چکیده

Shadows, particularly soft shadows, play an important role in the visual perception of a scene by providing visual cues about the shape and position of objects. Several recent algorithms produce soft shadows at interactive rates, but they do not scale well with the number of polygons in the scene or only compute the outer penumbra. In this paper, we present a new algorithm for computing interactive soft shadows on the GPU. Our new approach provides both innerand outer-penumbra, and has a very small computational cost, giving interactive frame-rates for models with hundreds of thousands of polygons. Our technique is based on a sampled image of the occluders, as in shadow map techniques. These shadow samples are used in a novel manner, computing their effect on a second projective shadow texture using fragment programs. In essence, the fraction of the light source area hidden by each sample is accumulated at each texel position of this Soft Shadow Map. We include an extensive study of the approximations caused by our algorithm, as well as its computational costs. Key-words: Image Synthesis, Lighting Simulation, Real-Time, GPU programmation, Soft Shadows ARTIS and MOVI are research teams in the GRAVIR laboratory, a joint research unit of CNRS, INRIA, INPG and UJF. This research was conducted while Charles Hansen was in a sabbatical at the ARTIS research team. ∗ ARTIS/GRAVIR IMAG INRIA † MOVI/GRAVIR IMAG INRIA ‡ Université Pierre Mendès-France § School of Computing, University of Utah Cartes d’ombres douces : calcul efficace de la visibilité de la source lumineuse Résumé : Les ombres, et en particulier les ombres douces, jouent un rôle important dans la perception d’une scène 3D. Elles fournissent des informations importantes sur la forme et la position des objets. De nombreuses recherches récentes ont montré comment produire des ombres douces en temps interactif, mais soit ces méthodes sont limitées soit dans les scènes qu’elles peuvent traiter, soit dans la qualité visuelle des résultats. Dans ce rapport, nous présentons un nouvel algorithme pour le calcul en temps-réel des ombres douces sur le GPU. Notre approche donne à la fois les pénombres intérieures et extérieures, consomme très peu de temps de calcul, ce qui lui permet des temps de rendu compatibles avec le temps réel pour des modèles de plusieurs centaines de milliers de polygones. Notre technique est basée sur une carte de profondeur des obstacles, comme pour la technique « shadow map ». Les pixels de cette carte de profondeur sont utilisés d’une façon nouvelle. Nous calculons leur contribution à une texture d’ombre douce en utilisant des fragment programs. La proportion de la source lumineuse qui est masquée par chaque échantillon est calculée, puis accumulée dans cette texture, la Soft Shadow Map. Nous présentons également une analyse détaillée des approximations introduites par notre algorithme, ainsi que des ses coûts de calcul. Mots-clés : Synthèse d’images, simulation de l’éclairage, temps réel, cartes graphiques, ombres douces Soft Shadow Maps: Efficient Sampling of Light Source Visibility 3 Figure 1: Applying our algorithm (200,000 polygons, occluder map 256×256, displayed at 32 fps).

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عنوان ژورنال:
  • Comput. Graph. Forum

دوره 25  شماره 

صفحات  -

تاریخ انتشار 2006