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Published byElmer Hicks Modified over 9 years ago
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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
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shadow maps n Williams, Siggraph ‘78 –render scene from light source –shadowing by depth comparison
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shadow map aliasing n prone to aliasing when zooming into shadow boundaries single shadow map pixel
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shadow map aliasing n perspective aliasing parallel light okayaliased okay
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shadow map aliasing n perspective aliasing –smooth transition aliased oversampled
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shadow map aliasing n projection aliasing parallel light
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shadow map aliasing n projection aliasing –very local aliased oversampled
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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”
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perspective transformation post-perspective world space
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perspective shadow map n standard shadow map n perspective shadow map shadow map image
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perspective shadow map n standard shadow map n perspective shadow map aliased oversampled
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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
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light source transformation n parallel light becomes point light
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parallel light transformation post-perspective world space
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point light transformation post-perspective world space
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discussion n best case: –parallel light in post-perspective space –no new perspective distortion post-perspective world space
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discussion n non-optimal case: –point light close to frustum n worst case: –becomes uniform shadow map post-perspective world space
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near plane selection n near plane as far as possible
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near plane selection n automatic selection: reading back depth buffer
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shadows from behind n virtually move camera backwards
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shadow map window n geometric method to include all necessary objects –details in the paper
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results
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n first implementation on an Xbox game developer kit courtesy of Thatcher Ulrich
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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
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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
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thank you http://www-sop.inria.fr/reves
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