Adaptive Volumetric Shadow Maps
We introduce adaptive volumetric shadow maps (AVSM), a real‐time shadow algorithm that supports high‐quality shadowing from dynamic volumetric media such as hair and smoke. The key contribution of AVSM is the introduction of a streaming simplification algorithm that generates an accurate volumetric...
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| Veröffentlicht in: | Computer graphics forum Jg. 29; H. 4; S. 1289 - 1296 |
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| Format: | Journal Article |
| Sprache: | Englisch |
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Oxford, UK
Blackwell Publishing Ltd
01.06.2010
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| ISSN: | 0167-7055, 1467-8659 |
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| Abstract | We introduce adaptive volumetric shadow maps (AVSM), a real‐time shadow algorithm that supports high‐quality shadowing from dynamic volumetric media such as hair and smoke. The key contribution of AVSM is the introduction of a streaming simplification algorithm that generates an accurate volumetric light attenuation function using a small fixed memory footprint. This compression strategy leads to high performance because the visibility data can remain in on‐chip memory during simplification and can be efficiently sampled during rendering. We demonstrate that AVSM compression closely approximates the ground‐truth correct solution and performs competitively to existing real‐time rendering techniques while providing higher quality volumetric shadows. |
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| AbstractList | We introduce adaptive volumetric shadow maps (AVSM), a real‐time shadow algorithm that supports high‐quality shadowing from dynamic volumetric media such as hair and smoke. The key contribution of AVSM is the introduction of a streaming simplification algorithm that generates an accurate volumetric light attenuation function using a small fixed memory footprint. This compression strategy leads to high performance because the visibility data can remain in on‐chip memory during simplification and can be efficiently sampled during rendering. We demonstrate that AVSM compression closely approximates the ground‐truth correct solution and performs competitively to existing real‐time rendering techniques while providing higher quality volumetric shadows. AbstractWe introduce adaptive volumetric shadow maps (AVSM), a real-time shadow algorithm that supports high-quality shadowing from dynamic volumetric media such as hair and smoke. The key contribution of AVSM is the introduction of a streaming simplification algorithm that generates an accurate volumetric light attenuation function using a small fixed memory footprint. This compression strategy leads to high performance because the visibility data can remain in on-chip memory during simplification and can be efficiently sampled during rendering. We demonstrate that AVSM compression closely approximates the ground-truth correct solution and performs competitively to existing real-time rendering techniques while providing higher quality volumetric shadows. We introduce adaptive volumetric shadow maps (AVSM), a real-time shadow algorithm that supports high-quality shadowing from dynamic volumetric media such as hair and smoke. The key contribution of AVSM is the introduction of a streaming simplification algorithm that generates an accurate volumetric light attenuation function using a small fixed memory footprint. This compression strategy leads to high performance because the visibility data can remain in on-chip memory during simplification and can be efficiently sampled during rendering. We demonstrate that AVSM compression closely approximates the ground-truth correct solution and performs competitively to existing real-time rendering techniques while providing higher quality volumetric shadows. [PUBLICATION ABSTRACT] |
| Author | Vidimče, Kiril Lauritzen, Andrew Lefohn, Aaron Salvi, Marco |
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| References_xml | – reference: Douglas D. H., Peucker T. K.: Algorithms for the reduction of the number of points required to represent a digitized line or its caricature. The Canadian Cartographer 10, 2 (1973), 112-122. 3. – reference: Yuksel C., Keyser J.: Deep opacity maps. Computer Graphics Forum 27, 2 (Apr. 2008), 675-680. 2. – reference: Agarwal P. K., Varadarajan K. R.: Efficient algorithms for approximating polygonal chains. Discrete and Computational Geometry 23, 2 (2000), 273-291. 3. – reference: Yang J., Hensley J., Grün H., Thibieroz N.: Real-time concurrent linked list construction on the gpu. In Rendering Techniques 2010: Eurographics Symposium on Rendering (2010), vol. 29, Eurographics. 4. – reference: Hiroshi I., Masao I.: Computational-geometric methods for polygonal approximations of a curve. North-Holland, Amsterdam , 1988. 3. – reference: Williams L.: Casting curved shadows on curved surfaces. In Computer Graphics (Proceedings of SIGGRAPH 78) (Aug. 1978), vol. 12, pp. 270-274. 3. – reference: Bosea P., Cabellob S., Cheongc O., Gudmundssond J., Van Krevelde M., Speckmann B.: Area-preserving approximations of polygonal paths. Journal of Discrete Algorithms 4, 4 (2006), 554-566. 3. – reference: Kniss J., Premoze S., Hansen C., Shirley P. S., McPherson A.: A model for volume lighting and modeling. IEEE Transactions on Visualization and Computer Graphics 9, 2 (Apr.June 2003), 150-162. 2. – volume: 10 start-page: 112 issue: 2 year: 1973 end-page: 122 article-title: Algorithms for the reduction of the number of points required to represent a digitized line or its caricature publication-title: The Canadian Cartographer – start-page: 165 year: Feb. 2010 end-page: 172 – volume: 29 year: 2010 article-title: Real‐time concurrent linked list construction on the gpu publication-title: Rendering Techniques 2010: Eurographics Symposium on Rendering – start-page: 116 year: Nov. 2007 end-page: 125 – start-page: 1 year: 2008 end-page: 12 – start-page: 67 year: Feb.Mar. 2009 end-page: 74 – start-page: 265 year: June 2007 end-page: 276 – year: 1988 – volume: 4 start-page: 554 issue: 4 year: 2006 end-page: 566 article-title: Area‐preserving approximations of polygonal paths publication-title: Journal of Discrete Algorithms – volume: 9 start-page: 150 issue: 2 year: Apr.June 2003 end-page: 162 article-title: A model for volume lighting and modeling publication-title: IEEE Transactions on Visualization and Computer Graphics – start-page: 385 year: July 2000 end-page: 392 – volume: 23 start-page: 273 issue: 2 year: 2000 end-page: 291 article-title: Efficient algorithms for approximating polygonal chains publication-title: Discrete and Computational Geometry – volume: 12 start-page: 270 year: Aug. 1978 end-page: 274 article-title: Casting curved shadows on curved surfaces publication-title: Computer Graphics (Proceedings of SIGGRAPH 78) – start-page: 177 year: 1994 end-page: 184 – start-page: 71 year: 2006 end-page: 78 – volume: 27 start-page: 675 issue: 2 year: Apr. 2008 end-page: 680 article-title: Deep opacity maps publication-title: Computer Graphics Forum – start-page: 177 year: June 2001 end-page: 182 – year: June 2004 – start-page: 157 year: Feb. 2010 end-page: 164 – start-page: 385 volume-title: Proceedings of ACM SIGGRAPH 2000 year: 2000 ident: e_1_2_8_12_2 – volume-title: Computational‐geometric methods for polygonal approximations of a curve year: 1988 ident: e_1_2_8_7_2 – ident: e_1_2_8_6_2 doi: 10.1145/1730804.1730830 – ident: e_1_2_8_16_2 – ident: e_1_2_8_10_2 doi: 10.1007/978-3-7091-6242-2_16 – ident: e_1_2_8_9_2 doi: 10.1145/192161.192196 – ident: e_1_2_8_8_2 doi: 10.1145/1730804.1730831 – ident: e_1_2_8_15_2 doi: 10.1145/965139.807402 – ident: e_1_2_8_18_2 doi: 10.1111/j.1467-8659.2008.01165.x – ident: e_1_2_8_11_2 doi: 10.1109/TVCG.2003.1196003 – ident: e_1_2_8_14_2 doi: 10.1145/1507149.1507160 – ident: e_1_2_8_19_2 doi: 10.1109/PG.2007.48 – ident: e_1_2_8_5_2 doi: 10.1145/1111411.1111424 – ident: e_1_2_8_4_2 doi: 10.3138/FM57-6770-U75U-7727 – ident: e_1_2_8_3_2 doi: 10.1016/j.jda.2005.06.008 – ident: e_1_2_8_20_2 doi: 10.1145/1399504.1360635 – ident: e_1_2_8_13_2 – volume: 29 year: 2010 ident: e_1_2_8_17_2 article-title: Real‐time concurrent linked list construction on the gpu publication-title: Rendering Techniques 2010: Eurographics Symposium on Rendering – ident: e_1_2_8_2_2 doi: 10.1007/PL00009500 |
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| SubjectTerms | Algorithms and texture Coding and Information Theory (H.1.1) [E.4]: Data compaction and compression-Bitmap and framebuffer operations Compressing Computer graphics Computer Graphics [I.3.3]: Three-Dimensional Graphics and Realism-Color Computer Graphics [I.3.3]: Three‐Dimensional Graphics and Realism—Color, shading, shadowing, and texture Computer programming Data compression Mathematical models Real time Rendering shading shadowing Shadows Simplification Smoke Studies Volumetric analysis |
| Title | Adaptive Volumetric Shadow Maps |
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