Soft Shadow Maps. Soft Shadow Maps for Linear Lights

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1 Soft Shadow Maps for Linear Lights (with Stefan Brabec, Hans-Peter Seidel, MPI Informatik) Overview Motivation Soft Shadow Maps Hardware Implementation Sampling the Light Source Results Conclusion 1

2 Motivation Real-Time Real-Time Shadow Algorithms Shadow volumes Shadow maps Soft Shadows E.g. sampling the light source N samples only give N-1 N 1 levels of penumbra Here Soft penumbra regions with very few samples! Soft Shadow Maps Outline Soft penumbra regions for linear light sources Based on traditional shadow map algorithm Suitable for hardware and software rendering Very small number of light source samples soft shadows at real-time / interactive frame rates 2

3 Soft Shadow Maps Visibility of Light Source 100% to 0% for [p1,p2] 0% for [p2,q2] 0% to 100% for [q2,q1] Idea Normal shadow maps for umbra and completely lit regions Linear interpolation of visibility for penumbra regions Soft Shadow Maps Linear Interpolation of Visibility Rational function: x 1 = nx 2 x 2 t mx Approximation: t x = 2 s 1 x2 2 + s valid because large penumbra regions when n m Occluder y 2 = nx 2 + s y 1 = mx 1 + t Light Source Receiver 3

4 Soft Shadow Maps Visibility Map Additional shadow map channel (percentage visibility) Two-channel shadow map for each sample point Soft Shadow Maps Generating the Visibility Map Triangulate depth discontinuities (shadow map) Warp resulting skin polygons to other view 4

5 Soft Shadow Maps Generating the Visibility Map Render skin polygons to visibility map Gouraud-Shading (linear interpolation) white for vertices on receiver black for vertices on occluder Completely lit regions Default visibility 0.5 Completely shadowed regions First shadow map channel Soft Shadow Maps New shadow map algorithm shade(p) { if( depth 1 (p) > S 1 [p] ) l 1 = 0; else l 1 = V 1 [p] * illum(p,l 1 ); if( depth 2 (p) > S 2 [p] ) l 2 = 0; else l 2 = V 2 [p] * illum(p,l 2 ); return l 1 +l 2 ; } 5

6 Hardware Implementation Step 1: Generating Shadow Maps OpenGL shadow maps [Brabec et al. 00] camera view left sample point right sample point Hardware Implementation Step 2: Edge Detection Laplacian-of-Gaussian of-gaussian (OpenGL Imaging Subset) left sample point right sample point 6

7 Hardware Implementation Step 3: Generate Visibility Map Triangulate depth values Hardware Implementation Step 3: Generate Visibility Map Warp skin polygons 7

8 Hardware Implementation Step 3: Generate Visibility Map Gouraud-Shading (linear interpolation) Hardware Implementation Step 3: Generate Visibility Map left sample point right sample point 8

9 Hardware Implementation Step 4: Render Scene shadow & visibility maps only need to be re-computed if light and/or scene changes minimal overhead for static walk-throughs Sampling the Light Source Problem: Undersampling artifacts: regions where portions of the light source are visible, but none of the end points! Solution: Increase sampling rate: subdivide light source (smaller linear lights) 9

10 Results Results Comparison ray traced 10 samples ray traced 200 samples our method 2 samples 10

11 Results Results 11

12 Results Conclusion Soft Shadow Maps for Linear Lights New soft shadow algorithm based on shadow maps High-quality penumbra regions Very small number of light source samples Suitable for hardware rendering (interactive) Future Work Best place to insert samples Extend to area light sources 12

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