GPU Pro 360 Guide to Shadows
eBook - ePub

GPU Pro 360 Guide to Shadows

  1. 230 pages
  2. English
  3. ePUB (mobile friendly)
  4. Available on iOS & Android
eBook - ePub

GPU Pro 360 Guide to Shadows

Book details
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Table of contents
Citations

About This Book

Wolfgang Engel's GPU Pro 360 Guide to Shadows gathers all the cutting-edge information from his previous seven GPU Pro volumes into a convenient single source anthology that covers various algorithms that are used to generate shadow data. This volume is complete with 15 articles by leading programmers that focus on achieving good visual results in rendering shadows. GPU Pro 360 Guide to Shadows is comprised of ready-to-use ideas and efficient procedures that can help solve many computer graphics programming challenges that may arise.

Key Features:

  • Presents tips & tricks on real-time rendering of special effects and visualization data on common consumer software platforms such as PCs, video consoles, mobile devices


  • Covers specific challenges involved in creating games on various platforms


  • Explores the latest developments in rapidly evolving field of real-time rendering


  • Takes practical approach that helps graphics programmers solve their daily challenges

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Information

Year
2018
ISBN
9781351208338
Edition
1

Contents

Introduction
Web Materials
1 Fast Conventional Shadow Filtering
Holger Gruen
1.1 Overview
1.2 Introduction
1.3 Uniform Shadow Filtering
1.4 Separable Shadow Filters
1.5 Nonseparable Unique Weights per PCF Result
1.6 Advanced Shadow Filtering Techniques
Bibliography
2 Hybrid Min/Max Plane-Based Shadow Maps
Holger Gruen
2.1 Overview
2.2 Introduction
2.3 Construction of an HPSM
2.4 Using an HPSM
2.5 Other Uses for the HPSM
Bibliography
3 Shadow Mapping for Omnidirectional Light Using Tetrahedron Mapping
Hung-Chien Liao
3.1 Shadow Mapping
3.2 Tetrahedron Shadow Mapping
3.3 Optimization
3.4 Lookup Map
3.5 Conclusion
Bibliography
4 Screen Space Soft Shadows
Jesus Gumbau, Miguel Chover, and Mateu Sbert
4.1 Introduction
4.2 Previous Work
4.3 Screen Space Soft Shadows
4.4 Results
4.5 Conclusion
Bibliography
5 Variance Shadow Maps Light-Bleeding Reduction Tricks
Wojciech Sterna
5.1 Introduction
5.2 VSM Overview
5.3 Light-Bleeding
5.4 Solutions to the Problem
5.5 Sample Application
5.6 Conclusion
Bibliography
6 Fast Soft Shadows via Adaptive Shadow Maps
Pavlo Turchyn
6.1 Percentage-Closer Filtering with Large Kernels
6.2 Application to Adaptive Shadow Maps
6.3 Soft Shadows with Variable Penumbra Size
6.4 Results
Bibliography
7 Adaptive Volumetric Shadow Maps
Marco Salvi, Kiril Vidimče, Andrew Lauritzen, Aaron Lefohn and Matt Pharr
7.1 Introduction and Previous Approaches
7.2 Algorithm and Implementation
7.3 Comparisons
7.4 Conclusions and Future Work
7.5 Acknowledgments
Bibliography
8 Fast Soft Shadows with Temporal Coherence
Daniel Scherzer, Michael SchwÀrzler and Oliver Mattausch
8.1 Introduction
8.2 Algorithm
8.3 Comparison and Results
Bibliography
9 Mipmapped Screen-Space Soft Shadows
Alberto Aguado and Eugenia Montiel
9.1 Introduction and Previous Work
9.2 Penumbra Width
9.3 Screen-Space Filter
9.4 Filtering Shadows
9.5 Mipmap Level Selection
9.6 Multiple Occlusions
9.7 Discussion
Bibliography
10 Efficient Online Visibility for Shadow Maps
Oliver Mattausch, Jiri Bittner, Ari Silvennoinen, Daniel Scherzer and Michael Wimmer
10.1 Introduction
10.2 Algorithm Overview
10.3 Detailed Description
10.4 Optimization: Shadow-Map Focusing
10.5 Results
10.6 Conclusion
10.7 Acknowledgments
Bibliography
11 Depth Rejected Gobo Shadows
John White
11.1 Introduction
11.2 Basic Gobo Shadows
11.3 Depth Rejected Gobo Shadows
11.4 Extensions
11.5 Failure Case
Bibliography
12 Real-Time Deep Shadow Maps
RenĂ© FĂŒrst, Oliver Mattausch and Daniel Scherzer
12.1 Introduction
12.2 Transmittance Function
12.3 Algorithm
12.4 Results
12.5 Conclusions
12.6 Acknowledgments
Bibliography
13 Practical Screen-Space Soft Shadows
MĂĄrton TamĂĄs and Viktor Heisenberger
13.1 Introduction
13.2 Overview
13.3 History
13.4 Algorithm Overview
13.5 Shadow Map Rendering Pass
13.6 Introducing Layers and Light Assignment
13.7 Layered Penumbra Map Pass
13.8 Anisotropic Gaussian Blur Pass
13.9 Lighting Pass
13.10 Performance Considerations
13.11 Results
13.12 Quality Tests
13.13 Performance Analysis
13.14 Conclusion
Bibliography
14 Tile-Based Omnidirectional Shadows
Hawar Doghramachi
14.1 Introduction
14.2 Overview
14.3 Implementation
14.4 Results
14.5 Discussion
14.6 Conclusion
14.7 Acknowledgments
Bibliography
15 Shadow Map Silhouette Revectorization
Vladimir Bondarev
15.1 Introduction
15.2 Implementation
15.3 Results
15.4 Future Work
15.5 Conclusion
Bibliography
About the Contributors

Introduction

In this book we cover various algorithms that are used to generate shadow data. Shadows are the dark companion of lights and although both can exist on their own, they shouldn’t exist without each other in games. Achieving good visual results in rendering shadows is still considered one of the particularly difficult tasks of graphics programmers.
The chapter “Fast Conventional Shadow Filtering,” by Holger Gruen, covers an algorithm that can be used to reduce the number of necessary percentage closer filtering (PCF) texture operations roughly to a third. This allows the usage of larger filter kernels and therefore results in a softer penumbra that is necessary to reduce the perspective aliasing of shadow pixels along the view frustum.
Holger Gruen’s second chapter has a similar target. In “Hybrid Min/Max Plane-Based Shadow Maps,” he shows a way to derive a secondary texture from a normal depth-only shadow map that can be used to speed up expensive shadow filtering kernels. He stores a plane equation or min/max depth data for a block of pixels of the original shadow map. Both techniques are especially tailored to rendering shadows on the upcoming generation of graphics hardware.
Hung-Chien Liao demonstrates in his chapter “Shadow Mapping for Omnidirectional Light Using Tetrahedron Mapping” a new way to store shadow data. Instead of using a cube or dual-paraboloid map, he proposes using a tetrahedron projection and storing the data in a two-dimensional map. He also compares his method to cube and dual-paraboloid shadow mapping and concludes that it is faster than cube shadow maps and more accurate compared to dual-paraboloid shadow maps.
In “Screen Space Soft Shadows,” Jesus Gumbau, Miguel Chover and Mateu Sbert describe a soft shadow map technique that is built on Randima Fernando’s “Percentage-Closer Soft Shadows” and improves on the original idea in speed and flexibility. They use a screen-aligned texture that contains the distance between the shadow and potential occluders and then use this to run an adjustable anisotropic Gauss filter kernel over the original shadow data. This method is quite efficient and has a robustness that makes it suitable for game usage.
“Variance Shadow Maps Light-...

Table of contents

  1. Cover
  2. Halftitle
  3. Title Page
  4. Copyright Page
  5. Table of Contents