Real-Time Perspective Optimal Shadow Maps
نویسندگان
چکیده
Shadow mapping is perhaps the most pervasive method for creating convincing shadows in computer graphics. However, because it is an image-space algorithm it must contend with aliasing issues caused by finite and discrete sampling. This exposition differs from previous work on shadow maps in that it pinpoints the one remaining degree of freedom in the shadow mapping process – the angle of the film plane at the light – and uses this understanding to develop a framework for categorizing the effects of film plane angle change on the sampling pattern in pixel space, allowing a quantitative analysis of how to exploit this degree of freedom in mitigating the aliasing problem. This presentation focuses on making a thorough study of the implications for the flatland, or two-dimensional world, case. In the 2D world, our algorithm can always find the optimal setting of the light plane, consistently providing factors of 2-3 improvement over previous methods. Because no a priori assumptions can be made about a dynamically changing scene in a real-time context, an initial low-resolution rendering pass is required to allow informed decisions to be made. The rest of the algorithm can be broken up into two parts: 1. deciding the optimal angle for a single light frustum – given a perpixel measure of sampling “badness” for some initial setting of the light’s film plane, we can parameterize by angular offset the sampling error that would be incurred through use of a different film plane orientation. This allows us to solve for the optimal angle using standard calculus techniques. 2. splitting the light frustum – we greedily partition the light hull into smaller light frusta and allocate resolutional resources so as to minimize the sum total of the error metric over the multiple frusta. Another benefit of understanding the degree of freedom as light plane angle is that shadow map rendering can be computed as “normal” without having to deal with the complexities of first moving into a different projective space as suggested by some previous work.
منابع مشابه
Theory to Practice: Generalized Minimum-Norm Perspective Shadow Maps for Anti-aliased Shadow Rendering in 3D Computer Games
Shadow mapping has been extensively used for real-time shadow rendering in 3D computer games, though it suffers from the inherent aliasing problems due to its image-based nature. The aliasing errors in shadow mapping consist of perspective aliasing error and projection aliasing error. In this paper, we propose a novel shadow-map reparameterization to reduce perspective aliasing for varying view...
متن کاملPixel-Correct Shadow Maps with Temporal Reprojection and Shadow Test Confidence
Shadow mapping suffers from spatial aliasing (visible as blocky shadows) as well as temporal aliasing (visible as flickering). Several methods have already been proposed for reducing such artifacts, but so far none is able to provide satisfying results in real time. This paper extends shadow mapping by reusing information of previously rasterized images, stored efficiently in a so-called histor...
متن کاملRevectorization-Based Shadow Mapping
Real-time rendering of high-quality, anti-aliased shadows is a challenging problem in shadow mapping. Filtering the shadow map reduces aliasing, but artifacts are still visible for low-resolution shadow maps or small kernel sizes. Moreover, the existing techniques suffer from light leaking artifacts. Shadow silhouette recovery reduces perspective aliasing at the cost of large memory footprint a...
متن کاملShadow Mapping and Shadow Volumes: Recent Developments in Real-Time Shadow Rendering
In recent years , both Williams’ original Z-buffer shadow mapping algorithm [Williams 1978] and Crow’s shadow volumes [Crow 1977] have seen many variations, additions and enhancements, greatly increasing the visual quality and efficiency of renderings using these techniques. Additionally, the fast evolution of commodity graphics hardware allows for a nearly complete mapping of these algorithms ...
متن کاملRobust Shadow Maps for Large Environments
One of the most demanding challenges for real-time shadow algorithms is their application to large-scale, polygon-rich and dynamic environments. In this paper, we discuss the major problems encountered in applying shadow maps to such an environment and provide practical and robust solutions to the appearing problems. We tackle projection aliasing with the aid of an eye space blur. We compare th...
متن کامل