Shadow Mapping with Today’s OpenGL Hardware Soda Hall今天的OpenGL硬件苏打大厅阴影映射.pptVIP

Shadow Mapping with Today’s OpenGL Hardware Soda Hall今天的OpenGL硬件苏打大厅阴影映射.ppt

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Shadow Mapping with Today’s OpenGL Hardware Soda Hall今天的OpenGL硬件苏打大厅阴影映射

Shadow Mapping with Today’s OpenGL Hardware Mark J. Kilgard NVIDIA Corporation Problems with Common Shadow Techniques Various limitations Projected planar shadows Well works only on flat surfaces Stenciled shadow volumes Determining the shadow volume is hard work Light maps Totally unsuited for dynamic shadows In general, hard to get everything shadowing everything Another Technique: Shadow Mapping Image-space shadow determination Lance Williams published the basic idea in 1978 By coincidence, same year Jim Blinn invented bump mapping (a great vintage year for graphics) Completely image-space algorithm Means no knowledge of scene’s geometry is required Must deal with aliasing artifacts Well known software rendering technique Pixar’s RenderMan uses the algorithm Basic shadowing technique for toy story, etc. Shadow Mapping References Important SIGGRAPH papers Lance Williams, “Casting Curved Shadows on Curved Surfaces,” SIGGRAPH 78 William Reeves, David Salesin, and Robert Cook (Pixar), “Rendering antialiased shadows with depth maps,” SIGGRAPH 87 Mark Segal, et. al. (SGI), “Fast Shadows and Lighting Effects Using Texture Mapping,” SIGGRAPH 92 The Shadow Mapping Concept (1) Depth testing from the light’s point-of-view Two pass algorithm First, render depth buffer from the light’s point-of-view The result is a “depth map” or “shadow map” Essentially a 2D function indicating the depth of the closest pixels to the light This depth map is used in the second pass The Shadow Mapping Concept (2) Shadow determination with the depth map Second, render scene from the eye’s point-of-view For each rasterized fragment Determine fragment’s XYZ position relative to the light This light position should be setup to match the frustum used to create the depth map Compare the depth value at light position XY in the depth map to fragment’s light position Z The Shadow Mapping Concept (3) The Shadow Map Comparison Two values A = Z value from depth map at fragment’s light XY position B = Z va

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