Download presentation
Presentation is loading. Please wait.
Published byGina Milstead Modified over 9 years ago
1
Week 10 - Monday
2
What did we talk about last time? Global illumination Shadows Projection shadows Soft shadows
5
Project the object onto a plane Gives a hard shadow Needs tricks if the object is bigger than the plane Gets an antishadow if the light is between occluder and receiver Soften the shadow Render the shadow multiple times Blur the projection Put gradients around the edges
6
Think of shadows from the light's perspective It "sees" whatever is not blocked by the occluder We can render the occluder as black onto a white texture Then, compute (u,v) coordinates of this texture for each triangle on the receiver There is often hardware support for this This is known as the shadow texture technique
7
Weaknesses The program has to know which objects are occluders and which are receivers ▪ It has to be careful not to cast onto receivers that do not have the light blocked (antishadows) Occluders cannot shadow themselves Strengths If the occluders do not change shape, the shadow texture can be reused A variation of the idea can be used to make complicated shadow textures (e.g. Venetian blinds)
9
Shadow volumes are another technique for casting shadows onto arbitrary objects Setup: Imagine a point and a triangle Extending lines from the point through the triangle vertices makes an infinite pyramid If the point is a light, anything in the truncated pyramid under the triangle is in shadow The truncated pyramid is the shadow volume
10
Follow a ray from the eye through a pixel until it hits the object to be displayed Increment a counter each time the ray crosses a frontfacing face of the shadow volume Decrement a counter each time the ray crosses a backfacing face of the shadow volume If the counter is greater than zero, the pixel is in shadow Idea works for multiple triangles casting a shadow
11
Calculating this geometrically is tedious and slow in software We use the stencil buffer instead Clear the stencil buffer Draw the scene into the frame buffer (storing color and Z-data) Turn off Z-buffer writing (but leave testing on) Draw the frontfacing polygons of the shadow volumes on the stencil buffer (with incrementing done) Then draw the backfacing polygons of the shadow values on the stencil buffer (with decrementing done) Because of the Z-test, only the visible shadow polygons are drawn on the stencil Finally, draw the scene but only where the stencil buffer is zero
12
It is possible to use color or alpha buffers instead If shadow volumes don't overlap, we can do the information in one pass, with a single bit of information If the viewer is inside a shadow volume, we have to change the algorithm If shadow volume planes intersect the near plane of the viewing frustum, bad things happen
13
Another technique is to render the scene from the perspective of the light using the Z-buffer algorithm, but with all the lighting turned off The Z-buffer then gives a shadow map, showing the depths of every pixel Then, we render the scene from the viewer's perspective, and darken those pixels that are further from the light than their corresponding point in the shadow map
14
Scene without shadows Scene from the light's viewpoint Depth map from the light's viewpoint Depth of the light compared to depth of the image Depth test fails Scene with shadows
15
Strengths: A shadow map is fast Linear for the number of objects Weaknesses: A shadow map only works for a single light, but you can combine multiple maps for multiple lights Objects can shadow themselves (a bias needs to be used) Too high of a bias can make shadows look wrong
16
Another issue with shadow maps is that the Z-buffer map may oversample some areas and undersample others Similar to a texture that is stretched so that some is pixelated and some is far We can change the view direction and projection so that the Z-buffer map from the lighting better matches the sampling the eye sees More complex methods make multiple shadow maps along the view
17
The shadow map technique does not, by itself, make soft shadows Soft shadows can be achieved by sampling the four closest points in the shadow map and interpolating them together Percentage-closer filtering tries to approximate area lighting with point lights by seeing how much of the nearby surface can see the point light
19
Ambient lighting is completely even and directionless As a consequence, objects in ambient lighting without shadows look very flat Ambient occlusion is an attempt to add shadowing to ambient lighting
20
Without taking occlusion into account, the ambient irradiance is constant: But for points that are blocked in some way, the radiance will be less We use the factor k A (p) to represent the fraction of the total irradiance available at point p
21
The ideas used for ambient occlusion can be applied to other lighting We could use an irradiance map to give diffuse lighting that is both directed and diffuse As the figure shows, we can weight the surface normals based on visibility to produce a bent normal We then use the bent normal for doing lookups in the irradiance map
22
The trick, of course, is how to compute k A The visibility function approach checks to see if a ray cast from a direction intersects any other object before reaching a point We average over all (or many) directions to get the final value Doesn't work (without modifications) for a closed room Obscurance is similar, except that it is based on the distance of the intersection of the ray cast, not just whether or not it does
23
Generally, ambient occlusion makes the shadows darker than they should be In a real global illumination situation, objects interreflect, redirecting light onto surfaces that are otherwise blocked One way to simulate this is by changing the k A term:
24
In static scenes, k A and bent normal n bent can be precomputed For dynamic scenes, it must be done on the fly There are object space methods that involve casting rays from every vertex to every other vertex to determine intersections Optimizations can be done that divide the screen up into hierarchies
25
Screen space ambient occlusion methods have become popular in recent video games such as Crysis and StarCraft 2 Scene complexity isn't an issue In Crysis, sample points around each point are tested against the Z-buffer More points that are behind the visible Z –buffer give a more occluded point A very inexpensive technique is to use an unsharp mask (a filter that emphasizes edges) on the Z-buffer, and use the result to darken the image
31
Reflection Transmittance Refraction Caustics Subsurface scattering
32
Keep working on Project 3 Due by midnight next Thursday Keep reading Chapter 9
Similar presentations
© 2024 SlidePlayer.com. Inc.
All rights reserved.