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UVA CS 445 - Shadows

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ShadowsOutlineEntertainment (Active)Slide 4NotationSlide 6Planar ShadowsPlanar Soft ShadowsSlide 9Projective ShadowsSlide 11Slide 12Slide 13Derivation of shadow polygonsSlide 15Slide 16Slide 17Shadow Z-bufferSlide 19Slide 20Slide 21Slide 22Aliasing problemsSlide 24Slide 25gShadow MapsShadow MapsSlide 28Slide 29Shadow VolumesStencil BufferComputing the ‘stencil’ of an objectSlide 33Slide 34Slide 35Slide 36Slide 37Slide 38Taken from:2D Cutaway of a Shadow VolumeShadow Volume AdvantagesShadow Volume DisadvantagesVisualizing Shadow Volumes in 3DVisualizing the Stencil Buffer CountsAlgorithmWhy Eye-to-Object Stencil Enter/ Leave Counting Approach WorksIlluminated, Behind Shadow VolumesShadowed, Nested in Shadow VolumesIlluminated, In Front of Shadow VolumesProblems Created by Near Plane Clipping (Zpass approach)Alternative Approach: ZfailZfail versus Zpass ComparisonSlide 53Insight!Avoiding Far Plane ClippingStandard glFrustum Projection MatrixLimit of glFrustum Projection Matrix as Far Plane is Moved to ∞Verifying Pinf Will Not Clip Infinitely Far Away Vertices (1)Verifying Pinf Will Not Clip Infinitely Far Away Vertices (2)Is Pinf Bad for Depth Buffer Precision?Pinf Depth Precision Scale FactorRobust Stenciled Shadow Volumes w/o Near (or Far) Plane CappingRendering Closed, but Infinite, Shadow Volumes1st Set of Shadow Volume PolygonsExamples of Possible Silhouette Edges for Quake2 Models2nd and 3rd Set of Shadow Volume PolygonsComplete Robust Stenciled Shadow Volume Rendering TechniqueRequirements for Our Stenciled Shadow Volume Technique (1)Requirements for Our Stenciled Shadow Volume Technique (2)Requirements for Our Stenciled Shadow Volume Technique (3)Requirements for Our Stenciled Shadow Volume Technique (4)Our Approach in Practice (1)Our Approach in Practice (2)Our Approach in Practice (3)Our Approach in Practice (4)Another Example (1)Another Example (2)Stenciled Shadow Volumes with Multiple LightsStenciled Shadow Volumes for Simulating Soft ShadowsStenciled Shadow Volume Optimizations (1)Stenciled Shadow Volume Optimizations (2)Stenciled Shadow Volume Optimizations (3)Stenciled Shadow Volume Optimizations (4)Hardware Enhancements: Wrapping Stencil OperationsHardware Enhancements: Depth Clamp (1)Hardware Enhancements: Depth Clamp (2)Hardware Enhancements: Two-sided Stencil Testing (1)Hardware Enhancements: Two-sided Stencil Testing (2)Usage of NV_stencil_two_side & EXT_stencil_wrapShadow Volume History (1)Shadow Volume History (2)Shadow Volume History (3)Shadow Volume History (4)Our ContributionConclusionsShadowsAaron BloomfieldCS 445: Introduction to GraphicsFall 2006(Slide set originally by Dave Luebke)22OutlineOutline•IntroductionIntroduction3Entertainment (Active)Doom III (ID Software)4ShadowsAn important visual cue, traditionally hard to do in real-time renderingWith depth issues, there is one algorithm used (Z-buffer)Not so much with shadowsThere are 4 competing algorithms for real-time renderingAnother option is to use texture-maps of the shadows5NotationLight sourcePoint vs area Occluders & receiversIdentify ahead of time?Self-shadowing?ShadowUmbra PenumbraSoft vs hard shadows66OutlineOutline•Planar shadowsPlanar shadows7Planar ShadowsOld trick: project the occluder geometry to a plane and render over ground planeCan do with a matrixZ-bias issuesSemiopaque shadows harderStencil and Z-buffer tricksAnother option: generate textured rectangleProblemsLight source inside object (Antishadows)Only planar receivers  no self-shadowing8Planar Soft ShadowsBasic idea:Sample light source multiple times, average results (accumulation buffer) into a textureGooch et al: move plane up and downNested shadows fewer passes99OutlineOutline•Projective shadowsProjective shadows10Projective ShadowsDeveloped in ’68/’70Consider the scene from the light’s point of viewFind all pairs of polygons where one can shadow the otherO(n2) in worst caseOptimization: get rid of those that don’t interact earlyNormal scan-line conversionFind list of possible occluders for given sample/pixelThree cases1. Shadow does not cover sample: render normally2. Shadow does cover pixel: render with modulated shadow amount3. Shadow partially covers sample: subdivide, and recurse11Projective Shadows12Projective ShadowsPros“Easily” incorporates into renderersConsBad for multiple light sourcesOr moving light sources1313OutlineOutline•Derivation of shadow polygonsDerivation of shadow polygons14Derivation of shadow polygonsIdea is to determine which polygons are applying shadowsAlgorithmConsider scene from light’s point of viewRemove all hidden surfaces (which are the shadowed ones)Combine this with the original scene modelAnything not removed is shadowed15StepsintheAlgorithm16Derivation of shadow polygonsProsGood with stationary lights and a moving cameraConsHidden surface remove is done twiceOnce for the shadowsOnce for the normal reasons1717OutlineOutline•Shadow Z-bufferShadow Z-buffer18Shadow Z-bufferUse a separate shadow Z-buffer for each light sourceA bit inefficient if there are many light sourcesAlternatively, use a singe shadow buffer, and execute the algorithm once for each light sourceRender the scene from the light sourceThe shadow Z-buffer contains a ‘depth image’ from the light sourceMeaning those polygons that are light by the light sourceThen render the scene normallyIf a sample is visible, compute the corresponding sample in the shadow Z-bufferIf the distance is greater, then the sample is shadowed1920212223Aliasing problemsTwo occurrences of aliasing problemsAlong the boundary of the hard shadowsWith projecting a pixel-sized sample from two directions24AliasingProblemsWithShadowZ-buffer25Shadow Z-bufferProsUses the well-known Z-buffer algorithmConsUses the well-known Z-buffer algorithmExtends it’s inefficiency and memory requirementsSusceptible to aliasing artifacts26gShadow MapsIdea: Render scene from light source, read Z-bufferResult: discretized image (shadow map) telling distance of objects to light sourceRender scene normallyAt each pixel, calculate distance D to lightCompare to distance S stored in shadow mapIf D=S, surface lit by light, else


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UVA CS 445 - Shadows

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