Ray Tracing Depth Maps Using Precomputed Edge Tables Kevin Egan Rhythm & Hues Studios.

Slides:



Advertisements
Similar presentations
Destruction Masking in Frostbite 2 using Volume Distance Fields
Advertisements

Exploration of advanced lighting and shading techniques
An Optimized Soft Shadow Volume Algorithm with Real-Time Performance Ulf Assarsson 1, Michael Dougherty 2, Michael Mounier 2, and Tomas Akenine-Möller.
Parallax-Interpolated Shadow Map Occlusion
Exploration of bump, parallax, relief and displacement mapping
Game Programming 09 OGRE3D Lighting/shadow in Action
Chunhui Yao 1 Bin Wang 1 Bin Chan 2 Junhai Yong 1 Jean-Claude Paul 3,1 1 Tsinghua University, China 2 The University of Hong Kong, China 3 INRIA, France.
Fast Volume Rendering Using a Shear-Warp Factorization of the Viewing Transformation Philippe Larcoute & Marc Levoy Stanford University Published in SIGGRAPH.
CLASS 9 ADVANCE RENDERING RAY TRACING RADIOSITY LIGHT FIELD CS770/870.
Two Methods for Fast Ray-Cast Ambient Occlusion Samuli Laine and Tero Karras NVIDIA Research.
High-Quality Parallel Depth-of- Field Using Line Samples Stanley Tzeng, Anjul Patney, Andrew Davidson, Mohamed S. Ebeida, Scott A. Mitchell, John D. Owens.
Tuesday February 19 th, 2002 Deep Shadow Maps Tom Lokovic & Eric Veach Pixar Animation Studios Presented by Tom Lechner.
Real-Time Rendering Paper Presentation Logarithmic Perspective Shadow Maps Brandon Lloyd Naga Govindaraju Cory Quammen Steve Molnar Dinesh Manocha Slides.
Rasterization and Ray Tracing in Real-Time Applications (Games) Andrew Graff.
Shadow Silhouette Maps Pradeep Sen, Mike Cammarano, Pat Hanrahan Stanford University.
The UNIVERSITY of NORTH CAROLINA at CHAPEL HILL Soft Shadows using Hardware Cameras Kyle Moore COMP 870.
3D Graphics Processor Architecture Victor Moya. PhD Project Research on architecture improvements for future Graphic Processor Units (GPUs). Research.
1 Dynamic Shadows and Lighting for Walkthrus of Large Models Brandon Lloyd COMP 258 December 2002.
Perspective Shadow Maps Marc Stamminger and George Drettakis Speaker: Alvin Date: 5/28/2003 SIGGRAPH 2002.
1Notes. 2Atop  The simplest (useful) and most common form of compositing: put one image “atop” another  Image 1 (RGB) on top of image 2 (RGB)  For.
IN4151 Introduction 3D graphics 1 Introduction to 3D computer graphics part 2 Viewing pipeline Multi-processor implementation GPU architecture GPU algorithms.
Visualization Enhancements of Dense Particle Data Sets James L. Bigler School of Computing University of Utah November 8, 2004.
Perspective Shadow Maps Marc Stamminger REVES/INRIA, Sophia-Antipolis, France now at: Bauhaus-Universität, Weimar, Germany George Drettakis REVES/INRIA,
Creating soft shadows Computer Graphics methods Submitted by: Zusman Dimitry.
LOGO Shadows On the GPU Presented by Lukai Lan. LOGO Contents  Introductions  Recent Shadow Maps  What we are NOT covering today  Perspective Shadow.
Real-Time Ray Tracing 3D Modeling of the Future Marissa Hollingsworth Spring 2009.
Use of Silhouette Edges and Ambient Occlusion in Particle Visualization James L. Bigler School of Computing August 16, 2004 Oral defense of.
Computer Graphics Shadows
Shadows Computer Graphics. Shadows Shadows Extended light sources produce penumbras In real-time, we only use point light sources –Extended light sources.
Computer Graphics Mirror and Shadows
Ansh Bahri Sandeep Thippeswamy Sohil Himanish Anuja Chandorkar
Direct Illumination with Lazy Visibility Evaluation David Hart Philip Dutré Donald P. Greenberg Cornell University SIGGRAPH 99.
Ray Tracing Primer Ref: SIGGRAPH HyperGraphHyperGraph.
Voxelized Shadow Volumes Chris Wyman Department of Computer Science University of Iowa High Performance Graphics 2011.
Rendering hair with graphics hardware Tae-Yong Kim Rhythm & Hues Studios
Lecture 3 : Direct Volume Rendering Bong-Soo Sohn School of Computer Science and Engineering Chung-Ang University Acknowledgement : Han-Wei Shen Lecture.
Computer Graphics An Introduction. What’s this course all about? 06/10/2015 Lecture 1 2 We will cover… Graphics programming and algorithms Graphics data.
09/11/03CS679 - Fall Copyright Univ. of Wisconsin Last Time Graphics Pipeline Texturing Overview Cubic Environment Mapping.
CS447/ Realistic Rendering -- Radiosity Methods-- Introduction to 2D and 3D Computer Graphics.
MIT EECS 6.837, Durand and Cutler Real-Time Shadows.
Penumbra Deep Shadow Maps Jean-Francois St-Amour, LIGUM – Université de Montreal Eric Paquette, LESIA - ETS Pierre Poulin, LIGUM – Université de Montreal.
Depth Edge Detection with Multi- Flash Imaging Gabriela Martínez Final Project – Processamento de Imagem IMPA.
Volume Rendering CMSC 491/635. Volume data  3D Scalar Field: F(x,y,z) = ?  Implicit functions  Voxel grid  Scalar data  Density  Temperature  Wind.
Computer Graphics 2 Lecture 7: Texture Mapping Benjamin Mora 1 University of Wales Swansea Pr. Min Chen Dr. Benjamin Mora.
Rendering Fake Soft Shadows with Smoothies Eric Chan Massachusetts Institute of Technology.
Hardware-accelerated Rendering of Antialiased Shadows With Shadow Maps Stefan Brabec and Hans-Peter Seidel Max-Planck-Institut für Informatik Saarbrücken,
Efficient Image-Based Methods for Rendering Soft Shadows SIGGRAPH 2001 Maneesh Agrawala Ravi Ramamoorthi Alan Heirich Laurent Moll Pixar Animation Studios.
Sample Based Visibility for Soft Shadows using Alias-free Shadow Maps Erik Sintorn – Ulf Assarsson – uffe.
Efficient Streaming of 3D Scenes with Complex Geometry and Complex Lighting Romain Pacanowski and M. Raynaud X. Granier P. Reuter C. Schlick P. Poulin.
- Laboratoire d'InfoRmatique en Image et Systèmes d'information
Global Illumination. Local Illumination  the GPU pipeline is designed for local illumination  only the surface data at the visible point is needed to.
Real-Time Relief Mapping on Arbitrary Polygonal Surfaces Fabio Policarpo Manuel M. Oliveira Joao L. D. Comba.
Virtual Light Field Group University College London Ray Tracing with the VLF (VLF-RT) Jesper Mortensen
Global Illumination (3) Photon Mapping (1). Overview Light Transport Notation Path Tracing Photon Mapping –Photon Tracing –The Photon Map.
1 Georgia Tech, IIC, GVU, 2006 MAGIC Lab Rossignac Shadows & occlusion  Shadow - occlusion duality  Floor shadows.
Real-Time Relief Mapping on Arbitrary Polygonal Surfaces Fabio Policarpo Manuel M. Oliveira Joao L. D. Comba.
SHADOW CASTER CULLING FOR EFFICIENT SHADOW MAPPING JIŘÍ BITTNER 1 OLIVER MATTAUSCH 2 ARI SILVENNOINEN 3 MICHAEL WIMMER 2 1 CZECH TECHNICAL UNIVERSITY IN.
Shuen-Huei Guan Seminar in CMLab, NTU
Siggraph 2009 RenderAnts: Interactive REYES Rendering on GPUs Kun Zhou Qiming Hou Zhong Ren Minmin Gong Xin Sun Baining Guo JAEHYUN CHO.
Real-Time Soft Shadows with Adaptive Light Source Sampling
Chapter X Advanced Texturing
A Geometry-Based Soft Shadow Volume Algorithm Using Graphics Hardware
Ravish Mehra Subodh Kumar IIT Delhi IIT Delhi
Hybrid Ray Tracing of Massive Models
Alias-Free Shadow Maps
(c) 2002 University of Wisconsin
Real-time Rendering Shadow Maps
UMBC Graphics for Games
Smoother Subsurface Scattering
GEARS: A General and Efficient Algorithm for Rendering Shadows
Presentation transcript:

Ray Tracing Depth Maps Using Precomputed Edge Tables Kevin Egan Rhythm & Hues Studios

Overview Shadowing Ray tracing depth maps Our new technique Analysis and future work

Shadowing Shadows provide realism and a sense of depth We will focus on opaque objects casting shadows from an area light – Ray traced shadows – Depth maps area light occluder umbrapenumbra

Area Lights and Depth Maps Create and sample many depth maps Percentage closer filtering with an expanded filter region – Incorrect self-shadowing Ray tracing depth maps

Ray Tracing Depth Maps Agrawala et al. introduced techniques for ray tracing through depth maps (SIGGRAPH 2000) – Correctly cast rays from shading point to area light – Hierarchical depth map – Caching shadow rays – Trace one ray at a time

Side View area light depth map projection point shading point shadow ray pixel frusta

Side View area light depth map projection point shading point shadow ray pixel frusta

Side View area light depth map projection point shading point pixel frusta shadow ray

Overhead view shadow ray pixel frusta shading point

Overhead view shadow ray shading point pixel frusta

Overhead view shadow ray shading point pixel frusta

Ray Tracing Depth Maps In Agrawala implementation tracing many rays leads to repeated depth map lookups

Overhead view shadow rays shading point pixel frusta

Our Work Same basic idea as Agrawala et al. – Correctly cast rays from shading point to area light New datastructure for tracing many shadow ray segments in parallel

Precomputed Edge Tables Pick a shading position to precompute For each pixel frustum edge compute intersection with all shadow rays – For each intersection store bitmask recording which rays intersect below intersection point – We call this set of bitmasks an edge table

Side View area light depth map projection point shading position pixel frusta occluder shadow ray

Side View area light depth map projection point shading position pixel frusta bitmasks shadow ray

Precomputed Edge Tables We can efficiently find all rays occluded by a single depth map pixel

Overhead view shadow rays shading point pixel frusta

Precomputed Edge Tables For each pixel in filter region Lookup depth from depth map Find nearest bitmasks for all edges XOR bitmasks for incoming edges with outgoing edges Mark all occluded rays Record percentage of occluded rays

Precomputed Edge Tables Edge table masks store all relevant edge tables – Efficient and accurate computation for one shading position Assume the light source is planar and perpendicular to the axis of projection – One edge table mask can be used for many pixels

Precomputed Edge Tables Generate masks for some number of positions precomputed mask positions

Precomputed Edge Tables Masks generated for one pixel can be reused for all pixels replicated mask positions precomputed mask positions

Precomputed Edge Tables For new shading point move the nearest masks to the new shading position and linearly blend the results – Moving a mask from its precomputed position effectively shrinks or shifts the light

Precomputed Edge Tables new shading position

Results

Drawbacks Rendering time and memory consumption are dependent on: – Filter size (penumbra width) – Depth map resolution – Density of edge table masks Undersampling filter region does not give good results

Benefits Improvement to Agrawala implementation – Especially when shadow ray caching is ineffective – Precomputation for geometry and shadow rays More robust than percentage closer filtering Faster than ray traced shadows

Future Work Mixing ray tracing and precomputed depth maps – Accuracy along silhouette edges – Efficiency for other areas Multi-resolution depth map GPU implementation

Thanks! Ivan Neulander Rhythm & Hues Studios