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Perspective Shadow Maps Marc Stamminger REVES/INRIA, Sophia-Antipolis, France now at: Bauhaus-Universität, Weimar, Germany George Drettakis REVES/INRIA,

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Presentation on theme: "Perspective Shadow Maps Marc Stamminger REVES/INRIA, Sophia-Antipolis, France now at: Bauhaus-Universität, Weimar, Germany George Drettakis REVES/INRIA,"— Presentation transcript:

1 Perspective Shadow Maps Marc Stamminger REVES/INRIA, Sophia-Antipolis, France now at: Bauhaus-Universität, Weimar, Germany George Drettakis REVES/INRIA, Sophia-Antipolis, France http://www-sop.inria.fr/reves

2 shadow maps n Williams, Siggraph ‘78 –render scene from light source –shadowing by depth comparison

3 shadow map aliasing n prone to aliasing when zooming into shadow boundaries single shadow map pixel

4 shadow map aliasing n perspective aliasing parallel light okayaliased okay

5 shadow map aliasing n perspective aliasing –smooth transition aliased oversampled

6 shadow map aliasing n projection aliasing parallel light

7 shadow map aliasing n projection aliasing –very local aliased oversampled

8 previous work n Reeves et al., Siggraph ’87: –“Percentage Closer Filtering” n Tadamura et al., Visual Computer ’01 –“Plural Sunlight Depth Buffers” n Fernando et al., Siggraph ’01: –“Adaptive Shadow Maps”

9 perspective transformation post-perspective world space

10 perspective shadow map n standard shadow map n perspective shadow map shadow map image

11 perspective shadow map n standard shadow map n perspective shadow map aliased oversampled

12 perspective shadow map n shadow map in post-perspective space n just another shadow map projection n reduces perspective aliasing n regeneration per frame necessary

13 light source transformation n parallel light becomes point light

14 parallel light transformation post-perspective world space

15 point light transformation post-perspective world space

16 discussion n best case: –parallel light in post-perspective space –no new perspective distortion post-perspective world space

17 discussion n non-optimal case: –point light close to frustum n worst case: –becomes uniform shadow map post-perspective world space

18 near plane selection n near plane as far as possible

19 near plane selection n automatic selection: reading back depth buffer

20 shadows from behind n virtually move camera backwards

21 shadow map window n geometric method to include all necessary objects –details in the paper

22 results

23 n first implementation on an Xbox game developer kit courtesy of Thatcher Ulrich

24 conclusion n perspective shadow maps –shadow map in post-perspective space –just another shadow map matrix –non-uniform shadow map resolution –needs recomputation per frame –minimal overhead for dynamic scenes

25 acknowledgements n Marie Curie Post-Doctoral Fellowship of the European Union n Bauhaus-Universität Weimar n Lutz Kettner (http://www.cgal.org) n Frédo Durand

26 thank you http://www-sop.inria.fr/reves


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