SHADOW CASTER CULLING FOR EFFICIENT SHADOW MAPPING JIŘÍ BITTNER 1 OLIVER MATTAUSCH 2 ARI SILVENNOINEN 3 MICHAEL WIMMER 2 1 CZECH TECHNICAL UNIVERSITY IN.

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Presentation transcript:

SHADOW CASTER CULLING FOR EFFICIENT SHADOW MAPPING JIŘÍ BITTNER 1 OLIVER MATTAUSCH 2 ARI SILVENNOINEN 3 MICHAEL WIMMER 2 1 CZECH TECHNICAL UNIVERSITY IN PRAGUE 2 VIENNA UNIVERSITY OF TECHNOLOGY 3 UMBRA SOFTWARE

View frustum culling 10 FPS Occlusion culling 100 FPS Occlusion culling 9FPS Shadow Caster Culling - Motivation I3D 2011 (2) View frustum culling 10 FPS Camera view Light view Total 5 FPSTotal 9 FPS Total 8 FPS 100 FPS 50 FPS

Previous Work  Culling shadow casters for shadow volumes – Shadow caster culling [Govindaraju et al. 2003] – CC Shadow Volumes [Lloyd et al. 2004] – N-Buffers [Decoret2005] – And others… [Eisenmann&Decoret2006], [Engelhardt&Dachsbacher2009]  Common to all methods – Shadow map as a proxy (not a bottleneck) – No culling or simple culling for shadow map – Analyze the map (cull shadow casters) & render shadow volumes  Shadow mapping – Higher rendering efficiency than shadow volumes – Bottleneck moves to shadow map rendering I3D 2011 (3)

Shadow Caster Culling - Overview 1. Render camera view – Occlusion culling, CHC++ [Mattausch et al. 2008] – Depth map + visible objects 2. Create receiver mask – Information about visible objects/pixels from camera to light view – Stencil buffer 3. Render shadow map – Occlusion queries with stencil test 4. Do shading – Use shadow map(s) to illuminate camera view I3D 2011 (4) more lights

Shadow Receiver Mask  Different ways how to create a receiver mask – Mask construction cost vs accuracy (culling effciency)  Proposed techniques – Bounding volume mask (BVOL) – Geometry mask (GEOM) – Combined bounding volume & geometry mask – Fragment mask (FRAG) I3D 2011 (5)

Bounding Volume Mask  Bounding boxes of visible objects to stencil buffer  Fast to render +  Conservative - I3D 2011 (6)

Geometry Mask  Geometry of visible objects to stencil buffer  More accurate +  Possibly slow - – Fill rate increase (rendering geometry of shadowed receivers) I3D 2011 (7)

Bounding Volume + Geometry Mask  Geometry for visible objects (from light)  Bounding volumes for invisible objects (from light)  Use temporal coherence – Predict object visibility based on last frame visibility  Accurate as geometry + Faster than geometry + I3D 2011 (8)

Fragment Mask  Test visibility of fragments in camera view – “Shadow test” with respect to camera depth map – [Lloyd et al. 2004], [Decoret2005]  Pixel accurate mask + Slower construction - I3D 2011 (9)

Masks Efficiency Example I3D 2011 (10) Culled D, C D, C, B

Masks Efficiency Example I3D 2011 (11)

Additional Techniques  Visibility-based focusing  Incremental updates for dynamic scenes I3D 2011 (12)

Visibility-based focusing  Focus light frustum on intersection of view frustum + convex hull of visible objects +Speedup, better use of resolution  Temporal aliasing  Similar to [Lauritzen et al. 2010] I3D 2011 (13) Frame 1 Frame 2 Frame 3Frame 4

Incremental Updates for Dynamic Scenes  Until now we allowed – Dynamic scenes – Dynamic shadows  → Further optimization possible!  Update only necessary part of shadow map  Construct mask only from visible dynamic objects – Previous and new position – Clear depth buffer + write stencil (mask) I3D 2011 (14) Assume static shadow map

Results  Reference methods – VFC - view frustum culling (camera + light) – REF - CHC++ occlusion culling (camera + light) – FOCUS - REF + visibility-aware focusing  Uniform/Light space perspective shadow maps (LiSPSM)  Intel Core i GHz + GeForce 480 GTX I3D 2011 (15) Vienna 12M vert. Manhattan 105M vert. Pompeii 63M vert. Left4Death2 1,5M vert.

Walkthrough Timings I3D 2011 (16)

Walkthrough Timings I3D 2011 (17)

Walkthrough Summary Results I3D 2011 (18) Average frame times [ms]

Different Masking Techniques I3D 2011 (19)

Incremental Updates I3D 2011 (20) UNSHAD – no shadow mapping

Light Elevation Angle I3D 2011 (21)

Conclusion & Future Work  Efficient shadow map rendering method – Shadow receiver mask – Mask culling + occlusion culling (using extended CHC++ algorithm) – Different masks – Incremental updates  Results – 3-10x faster than traditional culling for large city scenes – 1.5-2x faster for game scene – Implemented inside visibility middleware (Umbra Software)  Future Work – More light sources – Incremental updates for moving lights I3D 2011 (22)

… thank you

… thank you