“An efficient alias-free shadow algorithm for opaque and transparent objects using per-triangle shadow volumes” – ACM SIGGRAPH HISTORY ARCHIVES

“An efficient alias-free shadow algorithm for opaque and transparent objects using per-triangle shadow volumes”

  • 2011-SA-Technical-Paper_Sintorn_An-Efficient-Alias-free-Shadow-Algorithm-for-Opaque-and-Transparent-Objects-using-per-triangle-Shadow-Volumes

Conference:


Type(s):


Title:

    An efficient alias-free shadow algorithm for opaque and transparent objects using per-triangle shadow volumes

Session/Category Title:   Shading and Shadows


Presenter(s)/Author(s):



Abstract:


    This paper presents a novel method for generating pixel-accurate shadows from point light-sources in real-time. The new method is able to quickly cull pixels that are not in shadow and to trivially accept large chunks of pixels thanks mainly to using the whole triangle shadow volume as a primitive, instead of rendering the shadow quads independently as in the classic Shadow-Volume algorithm. Our CUDA implementation outperforms z-fail consistently and surpasses z-pass at high resolutions, although these latter two are hardware accelerated, while inheriting none of the robustness issues associated with these methods. Another, perhaps even more important property of our algorithm, is that it requires no pre-processing or identification of silhouette edges and so robustly and efficiently handles arbitrary triangle soups. In terms of view sample test and set operations performed, we show that our algorithm can be an order of magnitude more efficient than z-pass when rendering a game-scene at multi-sampled HD resolutions. We go on to show that the algorithm can be trivially modified to support textured, semitransparent and colored semi-transparent shadow-casters and that it can be combined with either depth-peeling or stochastic transparency to also support transparent shadow receivers. Compared to recent alias-free shadow-map algorithms, our method has a very small memory footprint, does not suffer from load-balancing issues, and handles omni-directional lights without modification. It is easily incorporated into any deferred rendering pipeline and combines many of the strengths of shadow maps and shadow volumes.

References:


    1. Abrash, M. 2009. Rasterization on larrabee. Dr. Dobbs Journal.Google Scholar
    2. Aila, T., and Akenine-Möller, T. 2004. A hierarchical shadow volume algorithm. In Proc. of the ACM SIGGRAPH/EUROGRAPHICS conf. on Graphics hardware, HWWS ’04, 15–23. Google ScholarDigital Library
    3. Aila, T., and Laine, S. 2004. Alias-free shadow maps. In Proc. of EGSR 2004, 161–166. Google ScholarDigital Library
    4. Aldridge, G., and Woods, E. 2004. Robust, geometry-independent shadow volumes. In Proc. of 2nd international conf. on Computer graphics and interactive techniques in Australasia and South East Asia, GRAPHITE ’04, 250–253. Google ScholarDigital Library
    5. Annen, T., Mertens, T., Seidel, H.-P., Flerackers, E., and Kautz, J. 2008. Exponential shadow maps. In Proc. of graphics interface 2008, GI ’08, 155–161. Google ScholarDigital Library
    6. Arvo, J. 2004. Tiled shadow maps. In Proc. of Computer Graphics International 2004, 240–246. Google ScholarDigital Library
    7. Bilodeau, W., and Songy, M., 1999. Real time shadows. Creativity 1999, Creative Labs Inc. Sponsored game developer conferences, Los Angeles, California, and Surrey, England.Google Scholar
    8. Carmack, J., 2000. Z-fail shadow volumes. Internet Forum.Google Scholar
    9. Carpenter, L. 1984. The a -buffer, an antialiased hidden surface method. SIGGRAPH Comput. Graph. 18 (January), 103–108. Google ScholarDigital Library
    10. Chan, E., and Durand, F. 2004. An efficient hybrid shadow rendering algorithm. In Proc. of the EGSR, 185–195. Google ScholarDigital Library
    11. Crow, F. C. 1977. Shadow algorithms for computer graphics. SIGGRAPH Comput. Graph. 11 (July), 242–248. Google ScholarDigital Library
    12. Donnelly, W., and Lauritzen, A. 2006. Variance shadow maps. In Proc. of i3D 2006, I3D ’06, 161–165. Google ScholarDigital Library
    13. Eisemann, E., Assarsson, U., Schwarz, M., and Wimmer, M. 2009. Casting shadows in real time. In ACM SIGGRAPH Asia 2009 Courses, SIGGRAPH Asia 2009. Google ScholarDigital Library
    14. Enderton, E., Sintorn, E., Shirley, P., and Luebke, D. 2010. Stochastic transparency. IEEE TVCG 99. Google ScholarDigital Library
    15. Epic Games, 2011. Unreal development kit: Epic citadel. http://www.udk.com/showcase-epic-citadel.Google Scholar
    16. Everitt, C., and Kilgard, M. J., 2002. Practical and robust stenciled shadow volumes for hardware-accelerated rendering. Published online at http://developer.nvidia.com.Google Scholar
    17. Everitt, C., 2001. Interactive order-independent transparency. Published online at http://www.nvidia.com/object/Interactive_Order_Transparency.html.Google Scholar
    18. Fernando, R. 2005. Percentage-closer soft shadows. In ACM SIGGRAPH 2005 Sketches, SIGGRAPH 2005. Google ScholarDigital Library
    19. Forest, V., Barthe, L., Guennebaud, G., and Paulin, M. 2009. Soft textured shadow volume. Computer Graphics Forum, EGSR 2009 28, 4, 1111–1121. Google ScholarDigital Library
    20. Fuchs, H., Goldfeather, J., Hultquist, J. P., Spach, S., Austin, J. D., Brooks, Jr., F. P., Eyles, J. G., and Poulton, J. 1985. Fast spheres, shadows, textures, transparencies, and image enhancements in pixel-planes. SIGGRAPH Comput. Graph. 19 (July), 111–120. Google ScholarDigital Library
    21. Hasselgren, J., and Akenine-Moller, T. 2007. Textured shadow volumes. Journal of Graphics Tools, 59–72.Google ScholarCross Ref
    22. Heidmann, T. 1991. Real shadows, real time. Iris Universe 18, 28–31. Silicon Graphics, Inc.Google Scholar
    23. Hornus, S., Hoberock, J., Lefebvre, S., and Hart, J. C. 2005. ZP+: correct Z-pass stencil shadows. In ACM symp. on Inter. 3D Graphics and Games, I3D, April, 2005, 195–202. Google ScholarDigital Library
    24. Johnson, G. S., Lee, J., Burns, C. A., and Mark, W. R. 2005. The irregular z-buffer: Hardware acceleration for irregular data structures. ACM Trans. on Graphics 24, 4, 1462–1482. Google ScholarDigital Library
    25. Kim, T.-Y., and Neumann, U. 2001. Opacity shadow maps. In Proc. EG Workshop on Rendering Techniques, 177–182. Google ScholarDigital Library
    26. Kim, B., Kim, K., and Turk, G. 2008. A shadow-volume algorithm for opaque and transparent nonmanifold casters. journal of graphics, gpu, and game tools 13, 3, 1–14.Google Scholar
    27. Laine, S. 2005. Split-plane shadow volumes. In Proc. of Graphics Hardware 2005, 23–32. Google ScholarDigital Library
    28. Lauritzen, A., Salvi, M., and Lefohn, A. 2011. Sample distribution shadow maps. In Proc., I3D ’11, 97–102. Google ScholarDigital Library
    29. Lefohn, A. E., Sengupta, S., and Owens, J. D. 2007. Resolution matched shadow maps. ACM TOG 26, 4, 20:1–20:17. Google ScholarDigital Library
    30. Lloyd, B., Wend, J., Govindaraju, N. K., and Manocha, D. 2004. Cc shadow volumes. In EGSR/Eurographics Workshop on Rendering Techniques, 197–206. Google ScholarDigital Library
    31. Lloyd, D. B., Govindaraju, N. K., Quammen, C., Molnar, S. E., and Manocha, D. 2008. Logarithmic perspective shadow maps. ACM TOG 27 (November), 106:1–106:32. Google ScholarDigital Library
    32. Lokovic, T., and Veach, E. 2000. Deep shadow maps. In Proc. SIGGRAPH 2000 (Aug.), SIGGRAPH 2000, 385–392. Google ScholarDigital Library
    33. McCormack, J., and McNamara, R. 2000. Tiled polygon traversal using half-plane edge functions. In Proc. of ACM workshop on Graphics hardware, HWWS ’00, 15–21. Google ScholarDigital Library
    34. McGuire, M., and Enderton, E. 2011. Colored stochastic shadow maps. In Proc. of i3D’11 (Februari.). Google ScholarDigital Library
    35. Olano, M., and Greer, T. 1997. Triangle scan conversion using 2d homogeneous coordinates. In Proc. of ACM workshop on Graphics hardware, 89–95. Google ScholarDigital Library
    36. Olsson, O., and Assarsson, U. 2011. Improved ray hierarchy alias free shadows. Technical Report 2011:09, Chalmers University of Technology, may.Google Scholar
    37. Reeves, W. T., Salesin, D. H., and Cook, R. L. 1987. Rendering antialiased shadows with depth maps. In Proc., SIGGRAPH 87, 283–291. Google ScholarDigital Library
    38. Sintorn, E., and Assarsson, U. 2009. Hair self shadowing and transparency depth ordering using occupancy maps. In Proc., i3D ’09, 67–74. Google ScholarDigital Library
    39. Sintorn, E., Eisemann, E., and Assarsson, U. 2008. Sample-based visibility for soft shadows using alias-free shadow maps. CG Forum (EGSR 2008) 27, 4 (June), 1285–1292. Google ScholarDigital Library
    40. Stamminger, M., and Drettakis, G. 2002. Perspective shadow maps. In Proc., SIGGRAPH 2002, 557–562. Google ScholarDigital Library
    41. Williams, L. 1978. Casting curved shadows on curved surfaces. SIGGRAPH Comput. Graph. 12 (August), 270–274. Google ScholarDigital Library
    42. Wimmer, M., Scherzer, D., and Purgathofer, W. 2004. Light space perspective shadow maps. In Rendering Techniques 2004 (Proc. EGSR), 143–151. Google ScholarCross Ref
    43. Yuksel, C., and Keyser, J. 2008. Deep opacity maps. Computer Graphics Forum (Proc. of EUROGRAPHICS 2008) 27, 2.Google Scholar
    44. Zhang, F., Sun, H., Xu, L., and Lun, L. K. 2006. Parallel-split shadow maps for large-scale virtual environments. In Proc. of the 2006 ACM international conf. on Virtual reality continuum and its applications, VRCIA ’06, 311–318. Google ScholarDigital Library
    45. Zioma, R. 2003. Reverse extruded shadow volumes. In ShaderX
    2: Shader Programming Tips & Tricks with DirectX 9, W. Engel, Ed. Wordware Publishing, 587–593.Google Scholar


ACM Digital Library Publication:



Overview Page:



Submit a story:

If you would like to submit a story about this presentation, please contact us: historyarchives@siggraph.org