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Efficient Image-Based Methods for Rendering Soft Shadows

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Presentation on theme: "Efficient Image-Based Methods for Rendering Soft Shadows"— Presentation transcript:

1 Efficient Image-Based Methods for Rendering Soft Shadows {maneesh,ravir}@graphics.stanford.edu {alan.heirich,laurent.moll}@compaq.com {maneesh,ravir}@graphics.stanford.edu {alan.heirich,laurent.moll}@compaq.com Maneesh Agrawala Ravi Ramamoorthi Alan Heirich Laurent Moll Pixar Animation Studios Stanford University Compaq Computer Corporation

2 Hard vs. Soft Shadows Hard ShadowsSoft Shadows

3 Shadow maps Image-based hard shadows [Williams 78] Time, memory depend on image size, not geometric scene complexity Disadvantage: bias and aliasing artifacts Soft shadows [Chen and Williams 93] View interpolate multiple shadow maps Image-based hard shadows [Williams 78] Time, memory depend on image size, not geometric scene complexity Disadvantage: bias and aliasing artifacts Soft shadows [Chen and Williams 93] View interpolate multiple shadow maps

4 IBR good for soft shadows IBR good for secondary effects Artifacts less perceptible IBR works well for nearby viewpoints Shadow maps from light source Light source localized area Poorly sampled regions are also dimly lit IBR good for secondary effects Artifacts less perceptible IBR works well for nearby viewpoints Shadow maps from light source Light source localized area Poorly sampled regions are also dimly lit

5 IBR good for soft shadows Poorly sampled regions are also dimly lit Attenuation onlyWith lighting Light Shadow map

6 ContributionsContributions Extend shadow maps to soft shadows Image-based rendering especially suitable Two novel image-based algorithms: Layered attenuation maps (LAM) Coherence-based raytracing (CBRT) Extend shadow maps to soft shadows Image-based rendering especially suitable Two novel image-based algorithms: Layered attenuation maps (LAM) Coherence-based raytracing (CBRT)

7 LAM Display: 5-10 fps Some aliasing artifacts Interactive applications Games Previewing CBRT Render: 19.83 min Speedup: 12.96x Production quality images

8 Refresher: LDIs Layered depth images [Shade et al. 98] Geometry Camera

9 Refresher: LDIs Layered depth images [Shade et al. 98] LDI

10 Refresher: LDIs Layered depth images [Shade et al. 98] LDI (Depth, Color)

11 PrecomputationPrecomputation Render views from points on light (hardware) Create layered attenuation map (software) Warp views into LDI Store (depth, attenuation) Objects in LAM visible in at least 1 view Render views from points on light (hardware) Create layered attenuation map (software) Warp views into LDI Store (depth, attenuation) Objects in LAM visible in at least 1 view

12 PrecomputationPrecomputation 1 st viewpoint

13 PrecomputationPrecomputation 2 nd viewpoint Attenuation = 1/2 Attenuation = 2/2

14 PrecomputationPrecomputation Warped 2 nd viewpoint Attenuation = 1/2 Attenuation = 2/2 Not present

15 DisplayDisplay Render scene without shadows (hardware) Project into LAM (software) Read off attenuation Attenuation modulates shadowless rendering Render scene without shadows (hardware) Project into LAM (software) Read off attenuation Attenuation modulates shadowless rendering

16 DisplayDisplay LAM (center of light) Eye

17 DisplayDisplay LAM (center of light) Eye Attenuation = 2/2 Color = Color * 2/2

18 DisplayDisplay LAM (center of light) Eye

19 DisplayDisplay LAM (center of light) Eye Not in LAM Attenuation = 0 Color = Color * 0

20 Previous Interactive Methods HW per-object textures [Herf and Heckbert 97] Convolution [Soler and Sillion 98] Texture intensive HW per-object textures [Herf and Heckbert 97] Convolution [Soler and Sillion 98] Texture intensive

21 LAM size: 512 x 512 Avg num depth layers: 1.5 Precomp: 7.7 sec (64 views) 29.4 sec (256 views) Display: 5-10 fps

22 LAM size: 512 x 512 Avg num depth layers: 2 Precomp: 6.0 sec (64 views) 22.4 sec (256 views) Display: 5-10 fps

23 LAM Video

24 Layered attenuation maps – fast, aliases Coherence-based raytracing – slow, noise Layered attenuation maps – fast, aliases Coherence-based raytracing – slow, noise LAMCBRT

25 Coherence-based raytracing Hierarchical raytracing through depth images Time, memory decoupled from geometric scene complexity Coherence-based sampling Light source visibility changes slowly Reduce number shadow rays traced Also usable with geometric raytracer Hierarchical raytracing through depth images Time, memory decoupled from geometric scene complexity Coherence-based sampling Light source visibility changes slowly Reduce number shadow rays traced Also usable with geometric raytracer

26 Represent scene with multiple shadow maps Light Image-based raytracing 1 st shadow map

27 Represent scene with multiple shadow maps Light Image-based raytracing 2 nd shadow map 1 st shadow map

28 Trace shadow ray through shadow maps Light Image-based raytracing 2 nd shadow map 1 st shadow map

29 Hierarchical img based raytracing Previous Height fields:[Musgrave et al. 89] New views:[Marcato 98] [Chang 98] [Lischinski and Rappoport 98] Shadows:[Keating and Max 99] Our contributions Accelerations – shadow ray traversal Fast methods handling multiple depth images Speedup: ~ 2.20 x Previous Height fields:[Musgrave et al. 89] New views:[Marcato 98] [Chang 98] [Lischinski and Rappoport 98] Shadows:[Keating and Max 99] Our contributions Accelerations – shadow ray traversal Fast methods handling multiple depth images Speedup: ~ 2.20 x

30 Light source visibility image Light Visibility image s1s1

31 Light source visibility image s1s1 s2s2 Vis image for s 1 Light Visibility image

32 Coherence-based sampling Compute visibility image at first point s 1 Loop over following surface points s i Predict visibility image at s i from s i-1 Trace rays where prediction confidence low Compute visibility image at first point s 1 Loop over following surface points s i Predict visibility image at s i from s i-1 Trace rays where prediction confidence low

33 Predicting visibility Blocker pts s1s1 s1s1 s2s2 Prediction

34 Predicting visibility Blocker pts s1s1 s1s1 s2s2 Prediction

35 Low confidence Light source edges Blocked/unblocked edges Prediction confidence Predicted visibility Trace rays in all X’ed cells High confidence:5 Low confidence:31 Total cells:36 Ratio:5/36 = 0.14

36 Low confidence Light source edges Blocked/unblocked edges Prediction confidence Predicted visibility Trace rays in all X’ed cells High confidence:56 Low confidence:88 Total cells:144 Ratio:56/144 = 0.40

37 Propagating low confidence If traced ray = prediction trace neighbor cells Similar to [Hart et al. 99] Prediction correct

38 Propagating low confidence If traced ray = prediction trace neighbor cells Prediction incorrect Similar to [Hart et al. 99]

39 Light cells: 16 x 16 (256) Four 1024 x 1024 maps Precomp: 2.33 min Render:19.83 min Rays:79.86 Speedup:12.96x 2.27x due to image-based raytracing accelerations 5.71x due to coherence-based sampling

40 Light cells: 16 x 16 (256) Four 1024 x 1024 maps Precomp: 3.93 min Render:65.13 min Rays:88.74 Speedup:8.52x 2.16x due to image-based raytracing accelerations 3.94x due to coherence-based sampling

41 LAMCBRT

42 ConclusionsConclusions Two efficient image-based methods Layered attenuation maps Interactive applications Coherence-based raytracing Production quality images IBR ideal for soft shadows – secondary effects Two efficient image-based methods Layered attenuation maps Interactive applications Coherence-based raytracing Production quality images IBR ideal for soft shadows – secondary effects

43 Future work Dynamic scenes Antialiasing with deep shadow maps Hardware implementation Dynamic scenes Antialiasing with deep shadow maps Hardware implementation

44 AcknowledgementsAcknowledgements Tom Lokovic Reid Gershbein, Tony Apodaca, Mark VandeWettering, Craig Kolb Stanford graphics group Tom Lokovic Reid Gershbein, Tony Apodaca, Mark VandeWettering, Craig Kolb Stanford graphics group

45

46 Prediction errors Missed blockers Dependent on surface sampling density Missed holes Dependent on light source sampling density Missed blockers Dependent on surface sampling density Missed holes Dependent on light source sampling density s1s1 s2s2 missed blocker


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