Extended shadow maps
نویسنده
چکیده
The most popular methods for interactive hard shadows rendering are shadow volumes and shadow maps. Shadow volumes generate precise shadows but require high fill rate. Due to excessive fill rate requirements, shadow maps are probably the most widely used means for generation of shadows, despite their well known aliasing problems. In this paper, Extended Shadow Maps are introduced, as a means to reduce required shadow map resolution and enhancing visual quality of shadows by encoding additional information about silhouette edges into the shadow map by drawing quads for silhouette preservation. Recent algorithms using this technique were not suitable for computer games due to their hardware requirements, because in this types of applications, high frame rate is required. Our algorithm, Extended Shadow Maps creates anti-aliased shadows using fast fixed-point pixel shaders version 1.4. For shadowing detection only 4 arithmetic instruction slots and 3 texture pipes are used. Also, all geometry required to render anti-aliased hard shadows using our new method can be stored in static vertex and index buffers on graphics accelerator. Additionally, using one dp3 instruction, arbitrary attenuation function can be implemented.
منابع مشابه
Interpolation-Friendly Soft Shadow Maps
We present Penumbra Limit Maps, a technique for rendering soft shadows from a modified shadow map. The shadow representation used by our method has excellent interpolation properties, allowing the shadow boundary to be rendered with sub shadowmap-pixel accuracy, which partially mitigates the resolution problems common to shadow map methods. Unlike similar shadow map methods, our method includes...
متن کاملSoft shadows from extended light sources with penumbra deep shadow maps
This paper presents a new method of precomputing highquality soft shadows that can be cast on a static scene as well as on dynamic objects added to that scene. The method efficiently merges the visibility computed from many shadow maps into a penumbra deep shadow map (PDSM) structure. The resulting structure effectively captures the changes of attenuation in each PDSM pixel, and therefore const...
متن کاملEfficient Shadows for GPU-based Volume Raycasting
GPU-based raycasting has emerged as the defacto standard for interactive volume rendering on off-the-shelf graphics hardware. Even though in theory this technique can be easily extended by shadow feelers in order to support shadows, this obvious approach has a major impact on the rendering performance. In this paper we will investigate shadowing extensions for GPUbased volume raycasting and com...
متن کاملSubdivided Shadow Maps
Figure 1: Comparison between trapezoidal shadow maps (TSMs) and subdivided shadow maps. a) TSM with 1K×1K shadow map, b) TSM with 4K×4K shadow map, and c) 1K×1K subdivided shadow map. This configuration with a small angle between the light and view directions is difficult for prior methods. Even with the largest shadow map that can be allocated on current hardware, TSMs are not able to match th...
متن کاملTranslucent Shadow Maps
Shadow maps are a very efficient means to add shadows to arbitrary scenes. In this paper, we introduce Translucent Shadow Maps, an extension to shadow maps which allows very efficient rendering of sub-surface scattering. Translucent Shadow Maps contain depth and incident light information. Sub-surface scattering is computed on-the-fly during rendering by filtering the shadow map neighborhood. T...
متن کامل