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Shadow and Shadow Maps

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Shadow and Shadow Maps [5] Shadow indicates the spacial relationship among the objects and light source. You can t really tell which object is close in this image. – PowerPoint PPT presentation

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Title: Shadow and Shadow Maps


1
Shadow and Shadow Maps
5
2
What kind of visual cues does shadow give?
  • Object without shadow seem floating above the
    scene
  • Shadow gives the depth information
  • Shadow gives the information of the relative
    position of lights and objects in the scene

1
3
What kind of visual cues does shadow give?
  • Shadow increases scene realism
  • Shadow makes the scene conceivable

4
Some Shadow Algorithms
  • Shodow Polygon (Blinn)
  • Basically project polygon vertices to a flat
    plane
  • Shadow Polygon Scanline (Appel Bouknight, Kelly)
  • Shadow Volume (F. C. Crow)

1
5
Some Shadow Algorithms
  • Shodow Polygon (Blinn)
  • Shadow Polygon Scanline (Appel Bouknight, Kelly)
  • Figure out all the polygons involved in
    shadowing.
  • Pair each polygon that cast shadow with each
    polygon that it casts shadow upon
  • Process shadow at each scanline for those
    polygons
  • Shadow Volume (F. C. Crow)

6
Some Shadow Algorithms
  • Shodow Polygon (Blinn)
  • Shadow Polygon Scanline (Appel Bouknight, Kelly)
  • Shadow Volume (F. C. Crow)
  • Create a volume polygon for the intersection of
    view frustum and semi-infinite shadow volume
  • Collision test for the shadow volume and polygons

2
7
Shadow Algorithms
  • Pros
  • Precision
  • Good for production / static scenes
  • Cons
  • Requires non-trivial data structures
  • Requires large amount of memory
  • Lack hardware support
  • Too slow for interactive rendering

8
  • Shadow Map (L. Williams 1978)
  • Render from the view point of the light source.
  • Use the depth buffer as shadow map

5
9
  • Shadow Map (L. Williams 1978)
  • Render from camera view point
  • Project to light source and compare with shadow
    map
  • If the depth are the same, its not under shadow
    (1)
  • If the point is behind shadow map, its under
    shadow (2)

1
2
5
10
  • Shadow Map Aliasing
  • Its all because of undersampling

5
11
  • Shadow Map Aliasing
  • dsrs/ri becomes large ? perspective aliasing
  • cos?/cos? becomes large ? projection aliasing

5
12
  • Shadow Map Aliasing
  • dsrs/ri becomes large ? perspective aliasing
  • cos?/cos? becomes large ? projection aliasing

5
13
Shadow Map
  • Pros
  • Performance not constrained by number of polygons
  • Shadow map z-buffer.
  • Supported in todays graphic cards due to its
    simplicity
  • Cons
  • Aliasing!

14
Adaptive Shadow Map (R. Fernando, S. Fernandez,
K. Bala, D.P. Greenberg 2001)
  • Transform as usual
  • Analyze shadow map base on depth. Try to reduce
    dsrs/ri and cos?/cos?

4
15
Adaptive Shadow Map
  • Refined shadow map by building an hierarchical
    refinement map

4
16
Adaptive Shadow Map
  • Pros
  • Much better quality than uniform shadow map
  • No manual intervention involved
  • Uses mip-map feature on hardware
  • Cons
  • Still a software solution (analyzer, data
    structure etc)
  • Interactive drawbacks need to refine a lot of
    data during interaction

17
Perspective Shadow Map The Idea (Marc
Stamminger, Gorge Drettakis 2002)
  • Apply perspective transformation to the scene
  • View frustum is now a cube instead of a pyramided

5
18
Perspective Shadow Map The Idea
  • Now the size in this new scene is proportional to
    the final image
  • We take the shadow map of the new scene instead
  • The result is a shadow map with resolution same
    as the final image

5
19
Uniform Shadow Map Shadow map has lower
resolution than image plane
5
Perspective Shadow Map Shadow map has exactly
same resolution than image plane
20
Is it really that easy?
  • No! The light sources need perspective
    transformation too
  • No! All objects casting shadow into view frustum
    must be included need an optimization plan for
    bounding box

21
Perspective Shadow Map Light Sources
  • Light sources need to be relocated before shadow
    map is taken
  • Directional light in world space becomes point
    lights in post perspective space on infinity plane

5
22
Perspective Shadow Map Light Sources
  • Point lights are still point lights but not on
    the infinity plane
  • Point lights on infinity plane in world space
    becomes directional light

5
23
Perspective Shadow Map Objects
  • What happens if a shadow in view frustum is cast
    by an object outside of view frustum?
  • In post-perspective space, the objects that needs
    to cast shadow appear beyond infinity plane.
  • Transformed objects beyond infinity plane appears
    inverted

5
24
Perspective Shadow Map Objects
  • Need to include more than just view frustum for
    perspective transformation
  • M is all rays from light source to view frustum
    boundary
  • The new world space to transform, H, is
    intersection of M, S(world space boundary) and
    light frustum

Now we have a little more than just view frustum
5
25
Perspective Shadow Map Objects
  • What about the inverted trees beyond infinity
    plane?
  • Move the camera back in post perspective space so
    everything looks upright
  • This solves the problem but we lose some
    resolution for taking a bigger picture

5
26
Perspective Shadow Map
  • Pros
  • Everything uniform shadow map does, this can do
    much better
  • Way faster than adaptive shadow map
  • Takes full advantage of hardware supported shadow
    map
  • Cons
  • Transformations are not so trivial
  • Slight computational overhead
  • Occasional degradation when shadows are cast by
    objects behind camera (but always better than
    shadow map)

27
Perspective Shadow Map Pictures
5
28
Perspective Shadow Map Pictures
5
29
Perspective Shadow Map Pictures
cs2.machineroom.org/ media/doom3-2.jpg
30
References
  • J. Teng. Institute of automation. Chinese Academy
    of Science liama.ia.ac.cn/meeting/Archives/shadow.
    ppt 2002
  • F.C. Crow Shadow algorithms for computer
    graphics. ACM Press. 1977.
  • L. Williams. Casting curved shadows on curved
    surface. Computer Graphics SIGGRAPH 1978
  • R. Fernando, S. Fernndez, K. Bala, D.P.
    Greenberg. Adaptive shadow maps. SIGGRAPH 2001
  • M. Stamminger, G. Drettakis. Perspective shadow
    maps. SIGGRAPH 2002

31
http//www-sop.inria.fr/reves/publications/data/20
02/SD02/psm_divx.avi.gz
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