Shadow Mapping based Algorithms for Arbitrary 3D Scenes

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Shadow Mapping based Algorithms for Arbitrary 3D Scenes

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They are the concequence of interaction between an object, called occluder, and a ... Doom3 of ID Software. Digital Movies created with 3D rendering packages: ... –

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Title: Shadow Mapping based Algorithms for Arbitrary 3D Scenes


1
Shadow Mapping based Algorithms for Arbitrary 3D
Scenes
University of Rome Tor Vergata DEGREE IN COMPUTER
SCIENCE ENGINEERING
BACHELOR DEGREE THESIS
  • Candidate
  • Fabio Suriano
  • Assistant Professor
  • Prof. Roberto Basili
  • Prof. Paolo Cignoni

ACADEMIC YEAR 2004/2005
2
Summary
  • What are shadows ?
  • Shadows Usefulness in Computer Graphics
  • Shadow Volumes (or Stencil Shadows)
  • Standard Shadow Map
  • Perspective Shadow Map
  • Results

3
What are shadows ?
  • They are the concequence of interaction between
    an object, called occluder, and a light source

4
What are shadows ?
  • They are the concequence of interaction between
    an object, called occluder, and a light source

5
Usefulness of Shadows in 3D Graphics
  • They confer realism to 3D Scenes
  • Videogames
  • Doom3 of ID Software
  • Digital Movies created with 3D rendering
    packages
  • Renderman of Pixar Animation Studios

6
Shadow Volumes
  • They are based on occluder geometric volume
    description
  • This volume is called Shadow Volume
  • In order to compute the shadow volume we have to
    determine the object edge silhouette, extruding
    it at infinity. Moreover, we have to use the
    stencil buffer to find shadowed and not shadowed
    areas

7
Shadow Volumes
  • What happen in the Stencil Buffer ?

8
Shadow Volumes
  • Lit zones have elements 0
  • Shadowed zones have elements gt 0

9
Standard Shadow Map
  • In the very beginning we consider two frame of
    reference systems
  • Observer
  • Light Source
  • Algorithm
  • From the light point of view we acquire z-buffer
    information (i.e. We acquire shadow map)
  • A shadow map sample
  • B a generic point in the observer space
  • B TB (where T is a linear transformation that
    maps B from observer space to light space)
  • From the observer point of view we transform the
    fragments in light space, performing the
    visibility test. Finally, we can render the scene

10
What is the Shadow Map ?
  • It is a texture that stores depth buffer
    information from light point of view

Light point of view
11
What is the Shadow Map ?
  • It is a texture that stores depth buffer
    information from light point of view

Light point of view
12
Standard Shadow Map
  • if then B is in shadow
  • if then B is lit

13
Standard Shadow Map
  • In the first step of the algorithm we store the
    Shadow Map or, alternatively, the Depth Map in a
    texture
  • In the second step we use the shadow map
    information to determine the shadowed and
    unshadowed regions, by a comparing operation

14
Perspective Shadow Map
  • Shadow aliasing reduction
  • In order to obtain the shadow aliasing reduction,
    the shadow map is acquired in post-perspective
    space
  • Therefore, we must
  • Transform the light source in post-perspective
    space
  • Determine the light frustum in post perspective
    space so that tightly fits the unit cube
  • Store the shadow map in a texture

15
Perspective Shadow Map
  • How the space has been deformed, after
    perspective transformation P ?

16
Perspective Shadow Map
  • How the space has been deformed, after
    perspective transformation P ?

17
Perspective Shadow Map
  • Frustum computation for a light source in
    post-perspective space

18
Results
  • Standard Shadow Map

19
Results
  • Perspective Shadow Map

20
Results
  • Integrated Development Environment
  • Microsoft Visual Studio .net 2003
  • Programming Language
  • C/C
  • Graphics API
  • OpenGL
  • Code lines
  • 7910
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