Accurate Shadows by Depth Complexity Sampling

The accurate generation of soft shadows is a particularly computationally intensive task. In order to reduce rendering time, most real‐time and offline applications decorrelate the generation of shadows from the computation of lighting. In addition to such approximations, they generate shadows using some restrictive assumptions only correct in very specific cases, leading to penumbra over‐estimation or light‐leaking artifacts. In this paper we present an algorithm that produces soft shadows without exhibiting the previous drawbacks. Using a new efficient evaluation of the number of occluders between two points (i.e. the depth complexity) we either modulate direct lighting or numerically solve the rendering equation for direct illumination. Our approach approximates shadows cast by semi‐opaque occluders and naturally handles area lights with spatially varying luminance. Furthermore, depending on the desired performance and quality, the resulting shadows are either very close to, or as accurate as, a ray‐traced reference. As a result, the presented method is well suited to many domains, ranging from quality‐sensitive to performance‐critical applications.

[1]  Bernard Péroche,et al.  Non-interleaved deferred shading of interleaved sample patterns , 2006, GH '06.

[2]  Pierre Poulin,et al.  Soft shadows from extended light sources with penumbra deep shadow maps , 2005, Graphics Interface.

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

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

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

[6]  Loïc Barthe,et al.  High‐Quality Adaptive Soft Shadow Mapping , 2007, Comput. Graph. Forum.

[7]  Laurent Moll,et al.  Efficient image-based methods for rendering soft shadows , 2000, SIGGRAPH.

[8]  Loïc Barthe,et al.  Realistic soft shadows by penumbra-wedges blending , 2006, GH '06.

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

[10]  François X. Sillion,et al.  A Survey of Real‐time Soft Shadows Algorithms , 2003, Comput. Graph. Forum.

[11]  Pat Hanrahan,et al.  An efficient representation for irradiance environment maps , 2001, SIGGRAPH.

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

[13]  James F. Blinn,et al.  Models of light reflection for computer synthesized pictures , 1977, SIGGRAPH.

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

[15]  Hans-Peter Seidel,et al.  Single Sample Soft Shadows Using Depth Maps , 2002, Graphics Interface.

[16]  Mika Hirvikorpi,et al.  Approximate Soft Shadows win an Image‐Space Flood‐Fill Algorithm , 2004, Comput. Graph. Forum.

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

[18]  Steven P. Callahan,et al.  Robust Soft Shadow Mapping with Depth Peeling , 2006 .

[19]  Hans-Peter Seidel,et al.  Soft Shadow Maps for Linear Lights , 2000, Rendering Techniques.

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

[21]  Wolfgang Heidrich,et al.  Interleaved Sampling , 2001, Rendering Techniques.

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

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

[24]  Pierre Poulin,et al.  A survey of shadow algorithms , 1990, IEEE Computer Graphics and Applications.

[25]  László Szirmay-Kalos,et al.  Real-time Soft Shadows with Shadow Accumulation , 2006, Eurographics.

[26]  Elmar Eisemann,et al.  Visibility Sampling on GPU and Applications , 2007, Comput. Graph. Forum.

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

[28]  Jaakko Lehtinen,et al.  An Improved Physically‐Based Soft Shadow Volume Algorithm , 2006, Comput. Graph. Forum.

[29]  George Drettakis,et al.  A fast shadow algorithm for area light sources using backprojection , 1994, SIGGRAPH.

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