What for? Shadows tell us about the relative locations. Vienna University of Technology 2

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1 Shadows

2 What for? Shadows tell us about the relative locations and motions of objects Vienna University of Technology 2

3 What for? Shadows tell us about the relative locations and motions of objects And about light positions Vienna University of Technology 3

4 What for? Objects look like they are floating Shadows can fix that! Vienna University of Technology 4

5 Motivation Shadows contribute significantly to realism of rendered images Anchors objects in scene Global effect expensive! Light source behaves very similar to camera Is a point visible from the light source? shadows are hidden regions Shadow is a projection of caster on receiver projection methods Best done completely in hardware through shaders Vienna University of Technology 5

6 Shadow Algorithms Static shadow algorithms (lights + objects) Radiosity, ray tracing lightmaps Approximate shadows Projected shadows (Blinn 88) Shadow volumes (Crow 77) Object-space algorithm Shadow maps (Williams 78) Projective image-space algorithm Soft shadow extensions for all above algorithms Still hot research topic (500+ shadow publications) Vienna University of Technology 6

7 Shadow Terms light source creator (occluder, blocker, caster) creator and receiver receiver (occludee) Vienna University of Technology 7

8 Hard vs. Soft Shadows point source area source umbra hard shadow +fast penumbra penumbra -only good for localized lights (sun, projectors) +fake soft shadow through filtering Vienna University of Technology 8 + very realistic - very expensive + becomes more and more usable

9 Static Shadows Glue to surface whatever we want Idea: incorporate shadows into light maps For each texel, cast ray to each light source Bake soft shadows in light maps Not by texture filtering alone, but: Sample area light sources Vienna University of Technology 9

10 Static Soft Shadow Example no filtering filtering 1 sample n samples Vienna University of Technology 10

11 Approximate Shadows Hand-drawn approximate geometry Perceptual studies suggest: shape not so important Minimal cost Vienna University of Technology 11

12 Approximate Shadows Dark polygon (maybe with texture) Cast ray from light source through object center Blend polygon into frame buffer at location of hit May apply additional rotation/scale/translation Incorporate distance and receiver orientation Problem with z-quantization: light viewer Blend at hit polygon Z-test equal z-buffer quantization errors! Vienna University of Technology 12

13 Approximate Shadows Elevate above hit polygon Z-test less or equal shadow too big may appear floating light viewer No z-test, only one eye ray shadow too big, maybe in wrong place Vienna University of Technology 13

14 Projection Shadows (Blinn 88) Shadows for selected large planar receivers Ground plane Walls Projective geometry: flatten 3D model onto plane and darken using framebuffer blend Vienna University of Technology 14

15 Projection for Ground Plane Use similar-triangle tricks l y l l p l y = y y y x x x x v l l l v l p y y x x l l v = y y y x x y x v l v l v l p y=0 y=0 = y z z y y y v l v l p p = 0 y y z p v l p Vienna University of Technology 15 0 y p

16 Projection Matrix M Projective 4x4 matrix: l y lx = 0 lz ly l y Arbitrary yplane: Intersect line p = l α (v l) with plane nx+ d = 0 Express result as a 4x4 matrix Append this matrix to view transform Vienna University of Technology 16 n l v p

17 Projection Shadow Algorithm Render scene (full lighting) For each receiver polygon Compute projection matrix M Append to view matrix Render selected shadow caster With framebuffer blending enabled Vienna University of Technology 17

18 Projection Shadow Artifacts Bad Good extends off ground region Z fighting double blending Vienna University of Technology 18

19 Stencil Buffer Projection Shadows Stencil can solve all of these problems Separate 8-bit frame buffer for numeric ops Stencil buffer algorithm (requires 1 bit): Clear stencil to 0 Draw ground polygon last and with glstencilop(gl_keep, GL_KEEP, GL_ONE); fail zfail pass Draw shadow caster with no depth test but glstencilfunc(gl_equal, 1, 0xFF); glstencilop(gl_keep, GL_KEEP, GL_ZERO); Every plane pixel is touched at most once Vienna University of Technology 19

20 Stencil Buffer Planar Reflections Draw object twice, second time with: glscalef(1, -1, 1) Reflects through floor Bad Vienna University of Technology 20 Good, stencil used to limit reflection.

21 Projection Shadow Summary Easy to implement GLQuake first game to implement it Only practical for very few, large receivers No self shadowing Possible remaining artifacts: wrong shadows Objects behind light source Objects behind receiverer Vienna University of Technology 21

22 Shadow Volumes (Crow 1977) Occluders and light source cast out a 3D shadow volume Shadow through new geometry Results in Pixel correct shadows Light source Shadowed scene Visualization of shadow volume Vienna University of Technology 22

23 Shadow Volumes (Crow 1977) Heavily used in Doom3 Vienna University of Technology 23

24 2D Cutaway of Shadow Volume Occluder polygons extruded to semi-infinite volumes light source shadowing object surface outside shadow volume (illuminated) shadow volume (infinite extent) eye position partially shadowed object surface inside shadow volume (shadowed) Vienna University of Technology 24

25 Shadow Volume Algorithm 3D point-in-polyhedron indide-outside test Principle similar to 2D point-in-polygon test Choose a point known to be outside the volume Count intersection ti on ray from test t point to known point with polyhedron faces Front face +1 Back face -1 Like non-zero winding rule! Known point will distinguish algorithms: Infinity: Z-fail algorithm Eye-point: Z-pass algorithm Vienna University of Technology 25

26 Enter/Leave Approach Increment on enter, decrement on leave Simultaneously l test t all visible ibl pixels Stop when hitting object nearest to viewer light source shadowing object zero +1 zero eye +1 position Vienna University of Technology 26

27 Shadow Volume Algorithm Shadow volumes in object precision Calculated by CPU/Vertex Shaders Shadow test in image precision Using stencil buffer as counter! Vienna University of Technology 27

28 Shadow Volume Algorithm Step 1: Render scene Z-values Vienna University of Technology 28

29 Shadow Volume Algorithm Front face: +1 Back face: -1 Step 2: Render shadow volume faces Vienna University of Technology 29

30 Shadow Volume Algorithm Front face: ±0 (Depth test) Back face: ±0 (Depth test) Σ = ±0 Vienna University of Technology 30

31 Shadow Volume Algorithm ±0 Front face: +1 Back face: ±0 (Depth test) Σ = +1 Vienna University of Technology 31

32 Shadow Volume Algorithm +1 ±0 Front face: +1 Back face: -1 Σ = ±0 Vienna University of Technology 32

33 Shadow Volume Algorithm ±0 +1 ±0 Step 3: Apply shadow mask to scene Vienna University of Technology 33

34 Shadow Volume Algorithm (Zpass) Render scene to establish z-buffer Can also do ambient illumination For each light Clear stencil Draw shadow volume twice using culling Render front faces and increment stencil Render back faces and decrement stencil Illuminate all pixels not in shadow volume Render testing stencil = 0 Use additive blend Vienna University of Technology 34

35 Zpass Technique (Before Shadow) Light source Shadowing object zero +1 zero Eye +1 position Unshadowed object Shadow Volume Count = 0 (no depth tests passes) Vienna University of Technology 35

36 Zpass Technique (In Shadow) Light source Shadowing object zero +1 zero Eye +1 position Shadowed object Shadow Volume Count = = 2 Vienna University of Technology 36

37 Zpass Technique (Behind Shadow) Light source Shadowing object zero +1 zero Eye position Unshadowed object Shadow Volume Count = = 0 Vienna University of Technology 37

38 Zpass Near Plane Problem Missed shadow volume intersection due to near clip plane clipping; leads to mistaken count zero Far clip plane zero +2 Near clip plane Vienna University of Technology 38

39 Alternative: Zfail Technique Zpass near plane problem difficult to solve Have to cap shadow volume at near plane Expensive and not robust, many special cases Try reversing test t order Zfail technique (also known as Carmack s reverse) Start from infinity and stop at nearest intersection Render shadow volume fragments only when depth test t fails Render back faces first and increment Then front faces and decrement Need to cap shadow volume at infinity or light extent Vienna University of Technology 39

40 Zfail, Behind Shadow Light source Shadowing object zero +1 zero Eye +1 position Unshadowed object Shadow Volume Count = 0 (zero depth tests t fail) Vienna University of Technology 40

41 Zfail, in Shadow Light source Shadowing object zero +1 zero Eye +1 position Shadowed object Shadow Volume Count = +1+1 = 2 Vienna University of Technology 41

42 Zfail, before Shadow Light source Shadowing object zero +1 zero Eye +1 position Unshadowed object Shadow Volume Count = = 0 Vienna University of Technology 42

43 Shadow Volumes Shadow volume = closed polyhedron Actually 3 sets of polygons! 1. Object polygons facing the light ( light cap ) 2. Object polygons facing away from the light and projected to infinity (with w = 0) ( dark cap ) 3. At Actual shadow hd volume polygons (extruded dd object edges) ( sides ) but which h edges? Vienna University of Technology 43

44 Zpass vs. Zfail Equivalent, but reversed Zpass Zfail Faster (light cap and dark cap not needed) Light cap inside id object always fails z-test t Dark cap infinitely far away either fails or falls on background Problem at near clip plane (no robust solution) Slower (need to render dark and light caps!) Problem at far clip plane when light extends farther than far clip plane Robust solution with infinite shadow volumes! Vienna University of Technology 44

45 Zpass vs. Zfail Idea: Combine techniques! Test whether viewport in shadow Zfail Otherwise Zpass Idea: avoid far plane clipping in Zfail! Send far plane to infinity in projection matrix Easy, but loses some depth buffer precision Draw infinite vertices using homogeneous coordinates: project to infinity w = 0 robust solution! Vienna University of Technology 45

46 W=0 Rasterization At infinity, vertices become vectors (-3,-1,z1,1) (2,-2,z2,1) (2,-2,z2,0) (-1,-3,z1,0) (2,-2,z2,0) Vienna University of Technology 46

47 Computing Actual SV Polygons Trivial but bad: one volume per triangle 3 shadow volume polygons per triangle Better: find exact silhouette Expensive on CPU Even better: possible silhouette edges Edge shared by a back-facing and frontfacing polygon (with respect to light source!), extended to infinity Actual extrusion can be done by vertex shader Vienna University of Technology 47

48 Possible Silhouette Edges Vienna University of Technology 48

49 Shadow Volumes Summary Advantages Arbitrary receivers Fully dynamic Omnidirectional lights (unlike shadow maps!) Exact shadow boundaries (pixel-accurate) Automatic self shadowing Broad hardware support (stencil) Disadvantages Fill-rate intensive Difficult to get right (Zfail vs. Zpass) Silhouette computation required Doesn t work for arbitrary casters (smoke, fog ) Vienna University of Technology 49

50 Shadow Volume Issues Stencil buffering fast and present in all cards With 8 bits of stencil, maximum shadow depth is 255 EXT_stencil_wrap overcomes this Two-sided stencil tests can test front- and back triangles simultaneously Saves one pass available on NV30+ p NV_depth_clamp (hardware capping) Regain depth precision with normal projection Requires watertight models with connectivity, and watertight ti rasterization ti Vienna University of Technology 50

51 Shadow Maps Casting curved shadows on curved surfaces Image-space algorithm, 2 passes Final scene Shadow map Vienna University of Technology 51

52 Shadow Map Algorithm Eye view Eye Light Shadow map Render from light; save depth values Render from eye Transform all fragments to light space Compare z eye and z light (both in light space!!!) z eye > z Licht Vienna University of Technology 52 y g fragment in shadow

53 Shadow Maps in Hardware Render scene to z-buffer (from light source) Copy depth buffer to texture Render to depth texture + pbuffer Project shadow map into scene (remember projective texturing!) Hardware shadow test (ARB_shadow) Use homogeneous texture coordinates Compare r/q with texel at (s/q, t/q) Output 1 for lit and 0 for shadow Blend fragment color with shadow test result Vienna University of Technology 53

54 Shadow Maps in Hardware Shadow extension available since GeForce3 Requires high precision texture format (ARB_depth_texture) On modern hardware: Render lightspace depth into texture In vertex shader: Calculate texture coordinates as in projective texturing In fragment shader: Depth compare Vienna University of Technology 54

55 Problem: Perspective Aliasing Sufficient resolution far from eye Insufficient resolution near eye Vienna University of Technology okay 55 aliased

56 Problem: Projection Aliasing Shadow receiver ~ orthogonal to Shadow Map - viewplane Vienna University of Technology 56

57 Problem: Incorrect Self-Shadowing Polygon Vienna University of Technology 57

58 Problem: Incorrect Self-Shadowing Polygon z eye > z light Incorrect Self-shadowing Vienna University of Technology 58

59 Solution for Perspective Aliasing Insufficient resolution near eye okay aliased Vienna University of Technology 59

60 Solution for Perspective Aliasing Insufficient resolution near eye Redistribute values in shadow map Vienna University of Technology 60

61 Solution for Perspective Aliasing Sufficient resolution near eye Redistribute values in shadow map okay okay Vienna University of Technology 61

62 Solution for Perspective Aliasing How to redistribute? Use perspective p transform Additional perspective matrix, used in both: Light pass Eye pass More details: [WSP2004] [WSP2004] M. Wimmer, D. Scherzer, and W. Purgathofer; Light space perspective shadow maps; In Proceedings of Eurographics Symposium on Rendering 2004 Vienna University of Technology 62

63 Solution for Projection Aliasing Shadow receiver ~ orthogonal to Shadow Map plane Redistribution does not work But... Vienna University of Technology 63

64 Solution for Projection Aliasing Diffuse lighting: I = I L max( dot( L, N ), 0 ) Almost orthogonal receivers have small I Dark artifacts not very visible! L N Vienna University of Technology 64

65 Solution for Projection Aliasing Recommendations Small ambient term Diffuse term hides artifacts Specular term not problematic Light and view direction almost identical Shadow Map resolution sufficient Vienna University of Technology 65

66 Solution for Projection Aliasing Blur shadows Hides artifacts Soft shadow borders Render shadow result values to separate texture and blur Vienna University of Technology 66

67 Solution for Incorrect Self-Shadowing Polygon Shifted Polygon z Aug > z Licht z Aug < z Licht Incorrect Self-shadowing No Self-shadowing Vienna University of Technology 67

68 Solution for Incorrect Self-Shadowing How to choose bias? No Bias Vienna University of Technology 68 Constant Bias Slope-Scale Bias

69 Depth Bias glpolygonoffset(1.1,4.0) works well Works in window coordinates Too little bias, everything begins to shadow Too much bias, shadow starts too far back Vienna University of Technology 69

70 Solution for Incorrect Self-Shadowing Other possibility: Previous: render front faces into Shadow Map Now: render back faces into Shadow Map: Back- Side Rendering Vienna University of Technology 70

71 Problem: Aliasing Artifacts Resolution mismatch image/shadow map! Use perspective shadow maps Use percentage closer filtering Normal color filtering cannot be used Filter lookup result, not depth map values! 2x2 PCF in hardware for NVIDIA Better: Poisson-disk distributed samples (e.g., 6 averaged aged samples) Vienna University of Technology 71

72 Shadow Map Filtering GL_NEAREST GL_LINEARLINEAR Vienna University of Technology 72

73 Shadow Map Summary Advantages Fast only one additional pass Independent of scene complexity (no additional shadow polygons!) Self shadowing (but beware bias) Can sometimes reuse depth map Disadvantages Problematic for omnidirectional o lights Biasing tweak (light leaks, surface acne) Jagged edges (aliasing) i Vienna University of Technology 73

74 OGRE shadow demo Vienna University of Technology 74

75 Conclusions Shadows are very important but still difficult Many variations based on shadow volumes/shadow maps to do shadowing: Variance shadow mapping (VSM) Perspective shadow mapping (PSM) Hierarchical shadow volume Subdivided shadow maps Vienna University of Technology 75

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