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Real-Time Rendering Paper Presentation Logarithmic Perspective Shadow Maps Brandon Lloyd Naga Govindaraju Cory Quammen Steve Molnar Dinesh Manocha Slides refer to Brandon Lloyd’s Presented by Bo-Yin Yao 2010.3.11 1
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Outlines Introduction Related work Logarithmic perspective warping Error analysis Results Conclusion 2
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Outlines Introduction Related work Logarithmic perspective warping Error analysis Results Conclusion 3
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Standard Shadow Map aliasing undersampled 4
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Perspective Warping aliasing 5
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Logarithmic perspective shadow maps (LogPSMs) Warp the shadow map using a perspective transformation with an additional logarithmic warping Reduce maximum error to levels that are nearly optimal for scene-independent algorithms Similar performance to PSM with less error Similar error to PSM with less texture resolution 6
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Logarithmic Perspective Warping 7
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Outlines Introduction Related work Logarithmic perspective warping Error analysis Results Conclusion 8
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Single shadow map warping Perspective shadow maps (PSMs) [Stamminger and Drettakis 2002] 9
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Single shadow map warping Light-space perspective shadow maps (LiSPSMs) [Wimmer et al. 2004] Trapezoidal shadow maps [Martin and Tan 2004] 10
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Face partitioning Perspective warped cube maps [Kozlov 2004] 11
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z-partitioning Cascaded shadow maps [Engel 2007] Parallel split shadow maps [Zhang et al. 2006] Separating-plane shadow maps [Mikkelsen 2007] z 12
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Adaptive partitioning Adaptive shadow maps [Fernando et al. 2001] Queried virtual shadow maps [Geigl and Wimmer 2007] Fitted virtual shadow maps [Geigl and Wimmer 2007] Resolution matched shadow maps [Lefohn et al. 2007] Tiled shadow maps [Arvo 2004] Multiple shadow frusta [Forsyth 2006] 13
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Irregular z-buffer GPU implementations [Arvo 2006; Sintorn et al. 2008] Hardware architecture [Johnson et al. 2005] 14
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Sampling modified methods Scene-independent Methods Single SM warping Face partitioning z-partitioning Benefit Lower, nearly constant cost Drawback Higher error Scene-dependent Adaptive Irregular 15
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Sampling modified methods Scene-dependent Methods Adaptive Irregular Benefit Lower error Drawback Higher, variable cost 16
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Filtering methods Percentage closer filtering [Reeves et al. 1987] Variance shadow maps [Donnely and Lauritzen 2006; Lauritzen and McCool 2008] Convolution shadow maps [Annen et al. 2007] Exponential shadow maps [Salvi 2008; Annen et al. 2008] 17
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Outlines Introduction Related work Logarithmic perspective warping Error analysis Results Conclusion 18
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Perspective warping PSM Tight fit to the view frustum Low error in x, but high error along y LiSPSMs Relax the warping to reduce the error in y, but this increases the error in x PSM LiSPSM high error low error moderate error y x 19
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Logarithmic + perspective warping Starts with perspective projection similar to PSMs Then applies a logarithmic transformation to correct for the high error in y 20
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Logarithmic + perspective warping Perspective projection Logarithmic transform high error low error y x 21
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Logarithmic + perspective warping Causes planar primitives to become curved → need a specialized rasterization to render 22
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Logarithmic rasterization Brute-force rasterization Use a fragment program Slower than standard rasterization disables optimizations z-culling double-speed z-only rendering breaks linear depth compression schemes 23
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Outlines Introduction Related work Logarithmic perspective warping Error analysis Results Conclusion 24
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Combinations of algorithms single SM Standard P LogP z-partitioning ZP ZP+P ZP+LogP P - Perspective warping LogP- Logarithmic perspective warping ZP- z-partitioning FP- face partitioning face-partitioning - FP+P FP+LogP 25
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Quantifying aliasing error light 26
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Quantifying aliasing error light light image plane shadow map eye image plane 27
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Quantifying aliasing error Maximum error: over a light ray over the frustum over all light positions light 28
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Scene-independent maximum error Standard FP+P ZP5+P FP+LogP 29
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Near optimal, scene-independent warping Minimizes maximum error over a face Too complicated for practical use Used as a baseline 30
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Maximum error over all light positions Param.End faceSide face - sSide face - t Side face - combined Uniform Perspective Log+Persp. Near optimal 31
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Error distribution along a face max error in s max error in t near far Uniform LiSPSM PSM LogPSM Uniform LiSPSMPSMLogPSM 32
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Maximum error for varying light directions with z-partitioning view direction direction to light 33
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Outlines Introduction Related work Logarithmic perspective warping Error analysis Results Conclusion 34
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Single shadow map LogPSM LogPSMs have lower maximum error more uniform error LiSPSM LogPSM LiSPSM LogPSM Error color mapping 35
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Partitioning schemes Standard FP+P ZP5+PFP+LogP 36
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Point lights 37
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Demo video 38
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Outlines Introduction Related work Logarithmic perspective warping Error analysis Results Conclusion 39
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Benefits of LogPSMs LogPSMs are close to optimal for scene- independent algorithms LogPSMs achieve low error with few shadow maps Can replace perspective warping in scene- independent directly single shadow map z-partitioning face partitioning 40
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Limitations of LogPSMs Not currently supported in hardware Share problems as other warping algorithms: Do not handle aliasing error due to surface orientation Face partitioning needed for most benefit Not as simple as z-partitioning Can exhibit shearing artifacts 41
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Thanks For Your Participation! 42
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