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Real-Time, All-Frequency Shadows in Dynamic Scenes Thomas Annen * Zhao Dong * Tom Mertens † Philippe Bekaert † Hans-Peter Seidel * Jan Kautz ‡ *MPI Informatik Germany † Hasselt University tUL - IBBT, EDM, Belgium ‡ University College London UK Some materials are get from the author and this paper is presented by CG, Huang
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Outline Introduction Relate work Convolution Generation of Area Lights for Environment Maps Limitations Result
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Outline Introduction Relate work Convolution Generation of Area Lights for Environment Maps Limitations Result
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Introduction Enable real-time, all-frequency shadows in dynamic scenes. Support area light as well as wnviroment lighting. The key contribution is renderng plausible soft shadow. Enviroment-lit scenes can be rendered.
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Outline Introduction Relate work Convolution Generation of Area Lights for Environment Maps Limitations Result 1.Soft Shadows 2.Convolution 3.Precomputation and Simplification 4.Environment map sampling
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Soft shadows Early work on shadow mapping extensions image-based rendering to average hard shadow.[Chen and Williams 93; Agrawala et al. 00] Classic shadow volumn method was extended to soft shadows.[Assarsson and Akenine- Moller 03]
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Convolution Soler and Sillion[98] propose an image-based shadow algorithm based on convolution. Don’t support self-shadowing. Variance shadow maps[Donnelly and Lauritzen 06] Convolution shadow maps[Annen et al. 07]
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Precomputation and simplification PRT [Sloan et al. 02] calculate and stroes an illumination-invariant transport solution off- line and uses it for real-time relighting. Challenging to support fully dynamic scenes with arbitrary illumination.
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Environment map sampling Agarwal et al.[03] proposed an efficient point sampling strategy for environment maps. Arbree et al. Use disk-shaped light sources to approximation. This paper approximate an environment with a collection of square light sources.
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Outline Introduction Relate work Convolution Generation of Area Lights for Environment Maps Limitations Result
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c L Convolution shadow map x R 3 p R 2 P = T(x) Shadow function: s(x):=f(d(x),z(p)) Binary result: – 1 if d(x)<=z(p) – 0 else x p d(x)d(x) z(p)z(p)
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Shadow test function: s(x) What kind of function is s(x) ? Heaviside Step Function: H(t) Shadow term for x’ c L x p d(x’)d(x’) z(p)z(p) x’x’
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Approximate shadow test with Fourier series Convolution shadow map c1c1 +c 2 +..+c 4 +..+c 8 +..+c 16
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Convolution shadow map Step function becomes sum of weighted sin() Series is separable! c1c1 +c 2 +..+c 4 +..+c 8 +..+c 16
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Convolution Bulid on convolution-based methods. Simulate penumbrae by filtering shadows depending on the configuration of blocker, receiver, and light source.
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CSM order reduction Annen et al[07] using a Fourier series to construct the f, but it’s prone to some artifacts and shadows at contact points may too bright.
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Outline Introduction Relate work Convolution Generation of Area Lights for Environment Maps Limitations Result
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Generation of Area Lights for Environment Maps
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Outline Introduction Relate work Convolution Illumination with Soft Shadows Limitations Result 1.Ringing Suppression 2.Textured light sources
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Outline Introduction Relate work Convolution Generation of Area Lights for Environment Maps Limitations Result Conclusions and Future work 1. DirectX 10 2. Dual-Core AMD 2.2GHz 3. NVIDIA GeForce 8800 GTX graphics card
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Result Buddha scene with 70k face MM: Mipmaps SAT: Summed area table
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Result
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Performance of this paper and image quality depend on: – choice of prefilter – Number of area lights – Shadow map size
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Result Demonstrate the effect of the sharpening function G().
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Result Shows the influence of the number of light sources used for approximating the environment map.
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Outline Introduction Relate work Convolution Generation of Area Lights for Environment Maps Limitations Result Conclusions and Future work 1.Based on convolution. 2.Fast enough to render many area light sources simul- taneously. 3.Provide plausible results, even though they are not entirely physically correct. 4.At future work, intend to explore the use area lights for indirect illumination.
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