A Hierarchical Volumetric Shadow Algorithm for Single Scattering Ilya Baran, Jiawen Chen, Jonathan Ragan-Kelley, Frédo Durand, Jaakko Lehtinen Computer.

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A Hierarchical Volumetric Shadow Algorithm for Single Scattering Ilya Baran, Jiawen Chen, Jonathan Ragan-Kelley, Frédo Durand, Jaakko Lehtinen Computer Science and Artificial Intelligence Laboratory Massachusetts Institute of Technology

Volumetric scattering with shadows Photo by Frédo Durand

Alan Wake by Remedy Entertainment

Related work Ray marching (brute force) Analytical scattering models – Sky lighting, bloom, etc. – Doesn’t account for visibility Sun et al. [2005]

Shadow volume methods Max [1986] – Analytical integration Wyman and Ramsey [2008] – Ray marching along intervals

Related work Engelhardt and Dachsbacher [2010] – Detect discontinuities, subsample and interpolate Performance depends on occluder complexity Epipolar geometry Detected discontinuties Engelhardt and Dachsbacher [2010]

Overview Incremental integration Approximating single scattering Epipolar rectification ~

Simplified scenario Orthographic camera Light direction perpendicular to view direction Visibility only

r d

7 5 Brute force complexity: O(rd) 1

Bit mask Process top down incrementally

Bit mask

7 1 5 Bit mask algorithm complexity: O(rd) Bit mask

Partial sum trees Binary tree – Each node stores sum of children

Tree update

Tree query ∑ = 3

Complexity 2D – Brute force: O(rd) – Incremental with bit mask: O(rd) – Incremental with tree: O( (r+d) log d ) 3D: s independent slices – Brute force: O(srd) – Incremental with tree: O( s (r+d) log d )

Textured lights Light texture Light attenuation

SVD approximation ~ AUSV T = + + +

Epipolar rectification Light direction Epipolar slices Eye

Epipolar coordinates Point light Directional light

Depth map resampling Camera depth map Light depth map Rectify Corresponding epipolar slice

9.9 sec (17.1x)169 sec Equal quality comparison: Sibenik Our methodRay marching

Our methodRay marching Equal quality comparison: Terrain 1.3 sec (41.5x)54 sec

Equal quality comparisons: Trees Our methodRay marching 2.3 sec (120.4x)277 sec

GPU Performance on Sibenik

GPU Performance on Trees

Limitations and future work Non-homogeneous media – All points in volume must be visited – SVD will have high rank GPU performance – Dynamic data structure: limited parallelism – Bandwidth intensive – Requires CUDA, not suitable for consoles

Summary Hierarchical volumetric shadow algorithm with complexity guarantees Significant speedups on CPUs Moderately faster than state-of-the art on GPUs

GPU Performance on Sibenik