Real Time Shadows in 3D. Computer Graphics. Hans E. Molin. Reasons to use
shadows? ▫ Shadows increase the level of reality. ▫ The real world has ...
Heuristical Real-time Shadows. Meaney, D. O'Sullivan, C. CBT systems, Dublin.
Image Synthesis Group, Trinity College Dublin. 1 Introduction.
Real-Time. Shadows. MIT EECS 6.837, Durand and Cutler. Last Time? • The
graphics pipeline. • Clipping & rasterization of polygons. • Visibility — the depth ...
1. Real-Time. Shadows. Last Time? x' ω'. L(x',ω') = E(x',ω') + ∫ρx'(ω,ω')L(x,ω)G(x,
x')V(x,x') dA. • The Rendering Equation. • Progressive Radiosity. • Adaptive ...
[Excerpted and updated from the book ”Real-Time Rendering”, by Tomas MЎller
and Eric ... the most important real-time algorithms for dynamic shadows.
Real-time graphics hardware is rapidly becoming programmable, and has
recently incorporated the features needed for direct volume rendering.
Unfortunately ...
SMV5533 AUTOMOTIVE STYLING. 3D MODELLING USING. RHINOCEROS
EVALUATION. CREATED BY : MOHD FAZIL MD NOR. AZMER MOHAMAD ...
color, fog, clouds, god rays, light shafts, volumetric shadows or even smoke. .... Final advantage of not relying on sce
1988; Kirk and Voorhies 1990). Although the depth-buffer algorithm, inherently a pro- jective algorithm, is not able to handle optical effects such as shadows, ...
Jul 18, 2004 - by the OpenGL function gluUnproject. .... [4] ISO/IEC JTC 1/SC 29 14496-2, âInformation technology - Coding of audio-visual objects (MPEG-4) ...
Jul 18, 2004 - MPEG-4 serves as a key component to handle the compression, ... estimation algorithm that expedites the MPEG-4 encoding process.
and visualization of 3D data is a flexible approach that can accommodate for ... their method to provide a good starting
Interactive 3D graphics pipeline as in OpenGL ... texture mapping, maybe fake
shadows (OpenGL, DirectX) ... just read the OpenGL Red Book to get started).
Interactive Poster: 3D Axes-Based Visualizations for Time Series Data. Christian .... the 3D Time wheel originally addresses time-dependent data, it can also be ...
Time-of-Flight Sensors in Computer Graphics. Andreas Kolb1, Erhardt Barth2,
Reinhard Koch3, Rasmus Larsen4. 1 Computer Graphics Group, Center for ...
A. Kolb, E. Barth & R. Koch & R. Larsen / Time-of-Flight Sensors in Computer Graphics light source ... sion of Background Intensity (SBI), which facilitates out-.
You can use one directional or omni light as created in 3ds Max® to be the light
... In this tutorial, we will show how to correctly setup a scene to have shadows ...
Abstract. This paper presents a physically plausible soft-shadow algorithm that can be executed real-time by current GPUs. The method works with a single ...
Java 3D API in a computer graphics course on ... nowadays 3D programming
concepts at the same time. ... In computer graphics good teaching is not possible.
algorithms dealing well on simplifying 3D models, most of them are limited to static ones. Applying these mesh sim- plification methods to 3D animated models, ...
3D Clothing Fitting Based on the Geometric Feature Matching. Zhong Li 1, 2, 3, ... to compute the transformation matrix of the clothing model. Finally the second ...
Also PhD student at KU. Leuven .... selecting the right triangles using the aforementioned subdivision code. ... Figure 2 shows the different stages for the Mesa-3D rendering pipeline. .... such as in Figure 5.b, a scan line span remains horizontal,
rendering makes Flash a more ideal choice for 3D interaction in web applications. .... [18] Adobe Systems Incorporated (2007): Adobe - Flash Player. Statistics;.
Oct 27, 2006 - Page 2 .... ically resize the object. Additionally, manipulating object orientation will increase the flexibility and realism of the generated scenes.
Real Time Shadows in 3D. Computer Graphics. Stefan Seipel. Pictures adapted
from Hans E. Molin. Reasons to use shadows? ▫ Shadows increase the level of ...
Real Time Shadows in 3D Computer Graphics Stefan Seipel Pictures adapted from Hans E. Molin
Reasons to use shadows? Shadows increase the level of reality
The real world has shadows Shadows provide important depth information
Shadows enhance spatial perception
1
Shadows in computer graphics Do we have to calculate a shadow?
Don’t you get shadows for free? In ray-tracing you do With the method used in real-time 3D computer graphics you don’t
Common real-time shadow methods Analytical methods
Projected Planar Shadows / GroundPlane Shadows Fastest method Easiest method Casts shadows only on one flat ground-plane Very unrealistic
Projected Planar Shadows / GroundPlane Shadows Render a ground-plane Render an object Then render the object again, but this time
Projected onto the plane Without light, so that the shadow is black Half transparent (using blending), to avoid completely dark shadows Avoid multiple “darkening” on one spot by using ordinary z-buffer checks
3
Requirements of good, ”real” shadow methods Objects cast shadows on other objects Self-shadowing Multiple light sources Fast enough for real time rendering Can be optimized with hardware (Penumbra shadows)
Surface outside of shadow volume (lit) Shadow volume
Position of eye Partially lit object (Receiver)
Surface inside of shadow volume (in shadow)
4
Shadow Volumes Generate shadow
volumes
Add new polygons that represent the edges/surfaces of the shadow volume Always works Computationally heavy
Shadow Volumes or
Move the objects backfacing vertices away from the light source Can be done with a vertex shader Only works if the object is well tessellated
5
Shadow Volumes
Light source
Shading object (Occluder, Shadow caster) 0
+1 0
Position of eye
+1
+2
+2 +3
Shadow Volumes Render shadow volumes using stencil buffer
or a texture The stencil buffer is a buffer that can be used to store data about pixels in the rendered scene. It can be used for example to restrict rendering of certain pixels Start with setting all values in the stencil buffer to the number of shadow volumes the eye is in (i.e. 0 if eye is not in a shadow)
6
Shadow Volumes
The shadow volumes are drawn in two steps to handle overlapping shadow volumes
Render front-facing polygons For every pixel in the frame buffer increase the corresponding stencil buffer value by one for every polygon that the imagined line between the eye and the pixel passes through (enters a shadow volume) Render back-facing polygons For every pixel in the frame buffer decrease the corresponding stencil buffer value by one for every polygon that the imagined line between the eye and the pixel passes through (leaves a shadow volume)
Shadow Volumes We can now render the scene using the
stencil buffer as a light occlusion mask
The stencil buffer indicates for every pixel if it’s lit or in a shadow
If stencil value = 0 then the pixel is lit (outside of any shadow volume). Render with light If stencil value != 0 then the pixel is in a shadow (inside of one or more shadow volumes). Render without light
7
Shadow Mapping Render the scene from the lights point of
view and save the depth values to a texture The result is a “shadow map” Every pixel in the map indicates its distance from the light source
Shadow Mapping Render the scene from the eye’s point of
view
For every pixel in in the rasterization
Decide the pixels XYZ location relative to the light source The location is calculated using the projection matrix used when rendering the shadow map Compare the depth value on position XY in the shadow map (closest surface to light source) with the pixels distance to the light source
8
Shadow Mapping Shadow map comparison
Let A = Z-value (from light source) on position XY in the shadow map Let B = Z-value (from light source) for the current pixel to render If B > A we know that something is closer to the light source and hence the pixel is in shadow If B ≈ A the pixel is lit (approximately equal because of rounding error)
Soft Shadows Area-light source
Point-light source
Occluder
umbra
umbra
penumbra
9
Soft Shadows Soft Shadows can be accomplished with
Shadow volumes by having multiple light sources that each produce a shadow volume for every object Shadow mapping using multiple light sources that each produce a shadow map
Volumes vs. Mapping Advantages of shadow mapping
Faster than shadow volumes (most of the time) You don’t have to add extra vertices, calculate extra polygons or calculate an object’s silhouette. You hardly need to know anything about the objects to be able to use shadow mapping More optimization options: different resolutions, depth precision, filtering etc.
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Volumes vs. Mapping Advantages of shadow volumes
Doesn’t suffer from aliasing effects and rounding errors as shadow mapping does Can achieve omni-directional shadow casting, shadow mapping requires at least 6 shadow maps to do this
Program Examples Shadow Volumes Soft Shadows using multiple Shadow