Efficient real-time shadows

This course is a resource for applying efficient, real-time shadow algorithms. It builds on a solid foundation (previous courses at SIGGRAPH Asia 2009 and Eurographics 2010, including comprehensive course notes) and the 2011 book Real-Time Shadows (AK Peters) written by four of the presenters. The book is a compendium of many topics in the realm of shadow computation. The course provides an overview of various techniques but moves beyond the basics to practical solutions and game-relevant techniques summarized by a presenter from the production industry. Topics include: the theory behind shadow computation, when physical accuracy can be replaced with plausible shadows, implementation details, and practical issues such as budget considerations and performance trade-offs. Case studies illustrate the techniques behind major game titles and upcoming engines.

[1]  Minghao Pan,et al.  Fast, Sub‐pixel Antialiased Shadow Maps , 2009, Comput. Graph. Forum.

[2]  F. Durand,et al.  Flash photography enhancement via intrinsic relighting , 2004, ACM Trans. Graph..

[3]  Randima Fernando,et al.  Percentage-closer soft shadows , 2005, SIGGRAPH '05.

[4]  Jukka Arvo,et al.  Tiled shadow maps , 2004, Proceedings Computer Graphics International, 2004..

[5]  Chris Wyman,et al.  Interactive voxelized epipolar shadow volumes , 2010, SIGGRAPH ASIA.

[6]  Fan Zhang,et al.  Parallel-split shadow maps for large-scale virtual environments , 2006, VRCIA '06.

[7]  Zhao Dong,et al.  Variance Soft Shadow Mapping , 2010, I3D '10.

[8]  Jeremy D. Wendt,et al.  Eurographics Symposium on Rendering (2004) Real-time Appearance Preserving Out-of-core Rendering with Shadows , 2004 .

[9]  Hans-Peter Seidel,et al.  Convolution Shadow Maps , 2007, Rendering Techniques.

[10]  Dinesh Manocha,et al.  Warping and partitioning for low error shadow maps , 2006, EGSR '06.

[11]  Hans-Peter Seidel,et al.  Spatio-temporal upsampling on the GPU , 2010, I3D '10.

[12]  Pat Hanrahan,et al.  Shadow silhouette maps , 2003, ACM Trans. Graph..

[13]  Jaakko Lehtinen,et al.  A hierarchical volumetric shadow algorithm for single scattering , 2010, ACM Trans. Graph..

[14]  Robert James,et al.  True volumetric shadows , 2003 .

[15]  Marc Stamminger,et al.  Bitmask Soft Shadows , 2007, Comput. Graph. Forum.

[16]  William R. Mark,et al.  Soft irregular shadow mapping: fast, high-quality, and robust soft shadows , 2009, I3D '09.

[17]  Hans-Peter Seidel,et al.  Approximating dynamic global illumination in image space , 2009, I3D '09.

[18]  Elmar Eisemann,et al.  Plausible Image Based Soft Shadows Using Occlusion Textures , 2006, 2006 19th Brazilian Symposium on Computer Graphics and Image Processing.

[19]  Elmar Eisemann,et al.  Occlusion Textures for Plausible Soft Shadows * , 2008, Comput. Graph. Forum.

[20]  Hans-Peter Seidel,et al.  Scalable Remote Rendering with Depth and Motion‐flow Augmented Streaming , 2011, Comput. Graph. Forum.

[21]  Jieqing Feng,et al.  Reconstructable geometry shadow maps , 2008, I3D '08.

[22]  Michael Wimmer,et al.  Fast percentage closer soft shadows using temporal coherence , 2013, I3D '13.

[23]  Michelin Sylvain,et al.  Real Time Rendering of Atmospheric Scattering and Volumetric Shadows , 2006 .

[24]  Paul Rosen Rectilinear texture warping for fast adaptive shadow mapping , 2012, I3D '12.

[25]  Michael F. Cohen,et al.  Digital photography with flash and no-flash image pairs , 2004, ACM Trans. Graph..

[26]  Tomas Akenine-Möller,et al.  Approximate Soft Shadows on Arbitrary Surfaces using Penumbra Wedges , 2002, Rendering Techniques.

[27]  Bo Sun,et al.  A practical analytic single scattering model for real time rendering , 2005, ACM Trans. Graph..

[28]  Mateu Sbert,et al.  Volumetric Ambient Occlusion for Real-Time Rendering and Games , 2010, IEEE Computer Graphics and Applications.

[29]  Michael Wimmer,et al.  Fitted virtual shadow maps , 2007, GI '07.

[30]  Jieqing Feng,et al.  Packet‐based Hierarchal Soft Shadow Mapping , 2009, Comput. Graph. Forum.

[31]  Jing Huang,et al.  Separable Approximation of Ambient Occlusion , 2011, Eurographics.

[32]  Hans-Peter Seidel,et al.  Screen-Space Bent Cones: A Practical Approach , 2012 .

[33]  Hans-Peter Seidel,et al.  Exponential shadow maps , 2008, Graphics Interface.

[34]  Xueying Qin,et al.  Rendering optimal solar shadows with plural sunlight depth buffers , 1999, 1999 Proceedings Computer Graphics International.

[35]  Dani Lischinski,et al.  Joint bilateral upsampling , 2007, ACM Trans. Graph..

[36]  David Salesin,et al.  Rendering antialiased shadows with depth maps , 1987, SIGGRAPH.

[37]  Elmar Eisemann,et al.  Fast scene voxelization and applications , 2006, I3D '06.

[38]  Tomoyuki Nishita,et al.  Anti-aliased and real-time rendering of scenes with light scattering effects , 2007, The Visual Computer.

[39]  James H. Clark,et al.  Hierarchical geometric models for visible surface algorithms , 1976, CACM.

[40]  Lance Williams,et al.  Casting curved shadows on curved surfaces , 1978, SIGGRAPH.

[41]  Xueying Qin,et al.  Rendering optimal solar shadows with plural sunlight depth buffers , 2001, The Visual Computer.

[42]  Pedro V. Sander,et al.  Ambient aperture lighting , 2007, SI3D.

[43]  Àlex Méndez-Feliu,et al.  From obscurances to ambient occlusion: A survey , 2009, The Visual Computer.

[44]  Ulf Assarsson,et al.  Real time volumetric shadows using polygonal light volumes , 2010, HPG '10.

[45]  Louis Bavoil,et al.  Image-space horizon-based ambient occlusion , 2008, SIGGRAPH '08.

[46]  Loïc Barthe,et al.  Accurate Shadows by Depth Complexity Sampling , 2008, Comput. Graph. Forum.

[47]  Nelson L. Max,et al.  Atmospheric illumination and shadows , 1986, SIGGRAPH.

[48]  Pascal Gautron,et al.  Volumetric shadow mapping , 2009, SIGGRAPH '09.

[49]  Michael Wimmer,et al.  Pixel-Correct Shadow Maps with Temporal Reprojection and Shadow Test Confidence , 2007, Rendering Techniques.

[50]  James T. Kajiya,et al.  Ray tracing volume densities , 1984, SIGGRAPH.

[51]  Tomas Akenine-Möller,et al.  Real-Time Rendering, Second Edition , 2002 .

[52]  Nelson Max,et al.  Light diffusion through clouds and haze , 1986, Comput. Vis. Graph. Image Process..

[53]  John D. Owens,et al.  Resolution-matched shadow maps , 2007, TOGS.

[54]  Andrew Woo The Shadow depth Map Revisited , 1992, Graphics Gems III.

[55]  Michael Wimmer,et al.  Shadow caster culling for efficient shadow mapping , 2011, SI3D.

[56]  Li Shen,et al.  Predicted Virtual Soft Shadow Maps with High Quality Filtering , 2011, Comput. Graph. Forum.

[57]  Balázs Tóth,et al.  Real-time Volumetric Lighting in Participating Media , 2009, Eurographics.

[58]  Eric Woods,et al.  Robust, geometry-independent shadow volumes , 2004, GRAPHITE '04.

[59]  Elmar Eisemann,et al.  Sample Based Visibility for Soft Shadows using Alias‐free Shadow Maps , 2008, Comput. Graph. Forum.

[60]  Thomas Ertl,et al.  Shadow Mapping Based on Dual Depth Layers , 2003, Eurographics.

[61]  Franklin C. Crow,et al.  Shadow algorithms for computer graphics , 1977, SIGGRAPH.

[62]  Jason Lawrence,et al.  Accelerating real-time shading with reverse reprojection caching , 2007, GH '07.

[63]  Steven Molnar,et al.  Second-Depth Shadow Mapping , 1994 .

[64]  Andrew Lauritzen,et al.  Sample distribution shadow maps , 2011, SI3D.

[65]  Michael Wimmer,et al.  Queried virtual shadow maps , 2007, SI3D.

[66]  Hans-Peter Seidel,et al.  Bent Normals and Cones in Screen-space , 2011, VMV.

[67]  Carsten Dachsbacher,et al.  Epipolar sampling for shadows and crepuscular rays in participating media with single scattering , 2010, I3D '10.

[68]  George Drettakis,et al.  Perspective shadow maps , 2002, ACM Trans. Graph..

[69]  Greg Turk,et al.  A Shadow-Volume Algorithm for Opaque and Transparent Nonmanifold Casters , 2008, J. Graph. Tools.

[70]  Jason Lawrence,et al.  Automated reprojection-based pixel shader optimization , 2008, SIGGRAPH Asia '08.

[71]  Michael Wimmer,et al.  Light Space Perspective Shadow Maps , 2004, Rendering Techniques.

[72]  Juhyun Lee,et al.  The irregular Z-buffer: Hardware acceleration for irregular data structures , 2005, TOGS.

[73]  Philippe Bergeron A General Version of Crow's Shadow Volumes , 1986, IEEE Computer Graphics and Applications.

[74]  Andrew Lauritzen,et al.  Variance shadow maps , 2006, I3D '06.

[75]  Ravi Ramamoorthi,et al.  A Real-time Beam Tracer with Application to Exact Soft Shadows , 2007, Rendering Techniques.

[76]  Tiow Seng Tan,et al.  Anti-aliasing and Continuity with Trapezoidal Shadow Maps , 2004, Rendering Techniques.

[77]  François X. Sillion,et al.  Fast calculation of soft shadow textures using convolution , 1998, SIGGRAPH.

[78]  M. F.,et al.  Bibliography , 1985, Experimental Gerontology.

[79]  Tomoyuki Nishita,et al.  A shading model for atmospheric scattering considering luminous intensity distribution of light sources , 1987, SIGGRAPH.

[80]  J. Charles Hourcade,et al.  Algorithms for antialiased cast shadows , 1985, Comput. Graph..

[81]  Ulf Assarsson,et al.  An efficient alias-free shadow algorithm for opaque and transparent objects using per-triangle shadow volumes , 2011, ACM Trans. Graph..

[82]  James F. Blinn,et al.  Light reflection functions for simulation of clouds and dusty surfaces , 1982, SIGGRAPH.

[83]  Michael Todd Bunnell,et al.  Dynamic Ambient Occlusion and Indirect Lighting , 2005 .

[84]  Eric Enderton,et al.  Stochastic Transparency , 2010, IEEE Transactions on Visualization and Computer Graphics.

[85]  Jaakko Lehtinen,et al.  Soft shadow volumes for ray tracing , 2005, ACM Trans. Graph..

[86]  Charles D. Hansen,et al.  Soft Shadow Maps: Efficient Sampling of Light Source Visibility , 2006, Comput. Graph. Forum.

[87]  Dinesh Manocha,et al.  CC shadow volumes , 2004, SIGGRAPH '04.

[88]  John D. Owens,et al.  Dynamic adaptive shadow maps on graphics hardware , 2005, SIGGRAPH '05.

[89]  Hayden Landis,et al.  Production-Ready Global Illumination , 2004 .

[90]  C. Wyman,et al.  Interactive volumetric shadows in participating media with single-scattering , 2008, 2008 IEEE Symposium on Interactive Ray Tracing.

[91]  Tomas Akenine-Möller,et al.  A geometry-based soft shadow volume algorithm using graphics hardware , 2003, ACM Trans. Graph..

[92]  Yoshinori Dobashi,et al.  Interactive rendering of atmospheric scattering effects using graphics hardware , 2002, HWWS '02.

[93]  Hans-Peter Seidel,et al.  Real-time, all-frequency shadows in dynamic scenes , 2008, ACM Trans. Graph..

[94]  Mathias Schott,et al.  An analytical approach to single scattering for anisotropic media and light distributions , 2009, Graphics Interface.

[95]  Hamilton Y. Chong,et al.  Real-Time Perspective Optimal Shadow Maps , 2003 .

[96]  Elmar Eisemann,et al.  Real-Time Shadows , 2011 .

[97]  James T. Kajiya,et al.  The rendering equation , 1986, SIGGRAPH.

[98]  Andrew Lauritzen,et al.  Layered variance shadow maps , 2008, Graphics Interface.

[99]  Jiawen Chen,et al.  Real-time volumetric shadows using 1D min-max mipmaps , 2011, SI3D.

[100]  Loïc Barthe,et al.  Real-time soft shadow mapping by backprojection , 2006, EGSR '06.

[101]  Matt Pharr,et al.  Gpu gems 2: programming techniques for high-performance graphics and general-purpose computation , 2005 .

[102]  Timo Aila,et al.  Alias-Free Shadow Maps , 2004, Rendering Techniques.

[103]  Mathias Schott,et al.  A Closed‐Form Solution to Single Scattering for General Phase Functions and Light Distributions , 2010, Comput. Graph. Forum.