A Survey of Real-time Soft Shadows Algorithms
Recent advances in GPU technology have produced a shift in focus for real-time rendering applications, whereby improvements in image quality are sought in addition to raw polygon display performance. Rendering effects such as antialiasing, motion blur and shadow casting are becoming commonplace and...
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| Vydané v: | Computer graphics forum Ročník 22; číslo 4; s. 753 - 774 |
|---|---|
| Hlavní autori: | , , , , |
| Médium: | Journal Article |
| Jazyk: | English |
| Vydavateľské údaje: |
Oxford, UK and Boston, USA
Blackwell Publishing, Inc
01.12.2003
Wiley |
| Predmet: | |
| ISSN: | 0167-7055, 1467-8659 |
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| Abstract | Recent advances in GPU technology have produced a shift in focus for real-time rendering applications, whereby improvements in image quality are sought in addition to raw polygon display performance. Rendering effects such as antialiasing, motion blur and shadow casting are becoming commonplace and will likely be considered indispensable in the near future. The last complete and famous survey on shadow algorithms - by Woo et al. [52] in 1990 - has to be updated in particular in view of recent improvements in graphics hardware, which make new algorithms possible. This paper covers all current methods for real-time shadow rendering, without venturing into slower, high quality techniques based on ray casting or radiosity. Shadows are useful for a variety of reasons: first, they help understand relative object placement in a 3D scene by providing visual cues. Second, they dramatically improve image realism and allow the creation of complex lighting ambiances. Depending on the application, the emphasis is placed on a guaranteed framerate, or on the visual quality of the shadows including penumbra effects or "soft shadows". Obviously no single method can render physically correct soft shadows in real time for any dynamic scene! However our survey aims at providing an exhaustive study allowing a programmer to choose the best compromise for his/her needs. In particular we discuss the advantages, limitations, rendering quality and cost of each algorithm. Recommendations are included based on simple characteristics of the application such as static/moving lights, single or multiple light sources, static/dynamic geometry, geometric complexity, directed or omnidirectional lights, etc. Finally we indicate which methods can efficiently exploit the most recent graphics hardware facilities. |
|---|---|
| AbstractList | Recent advances in GPU technology have produced a shift in focus for real-time rendering applications, whereby improvements in image quality are sought in addition to raw polygon display performance. Rendering effects such as antialiasing, motion blur and shadow casting are becoming commonplace and will likely be considered indispensable in the near future. The last complete and famous survey on shadow algorithms - by Woo et al. [52] in 1990 - has to be updated in particular in view of recent improvements in graphics hardware, which make new algorithms possible. This paper covers all current methods for real-time shadow rendering, without venturing into slower, high quality techniques based on ray casting or radiosity. Shadows are useful for a variety of reasons: first, they help understand relative object placement in a 3D scene by providing visual cues. Second, they dramatically improve image realism and allow the creation of complex lighting ambiances. Depending on the application, the emphasis is placed on a guaranteed framerate, or on the visual quality of the shadows including penumbra effects or "soft shadows". Obviously no single method can render physically correct soft shadows in real time for any dynamic scene! However our survey aims at providing an exhaustive study allowing a programmer to choose the best compromise for his/her needs. In particular we discuss the advantages, limitations, rendering quality and cost of each algorithm. Recommendations are included based on simple characteristics of the application such as static/moving lights, single or multiple light sources, static/dynamic geometry, geometric complexity, directed or omnidirectional lights, etc. Finally we indicate which methods can efficiently exploit the most recent graphics hardware facilities. ACM CSS: I.3.3 Computer Graphics Picture/Image Generation— Bitmap and framebuffer operations Recent advances in GPU technology have produced a shift in focus for real-time rendering applications, whereby improvements in image quality are sought in addition to raw polygon display performance. Rendering effects such as antialiasing, motion blur and shadow casting are becoming commonplace and will likely be considered indispensable in the near future. The last complete and famous survey on shadow algorithms -Woo, 1990- has to be updated in particular in view of recent improvements in graphics hardware, which make new algorithms possible. This STAR covers all current methods for real-time shadow rendering, without venturing into slower, high quality techniques based on ray casting or radiosity. Shadows are useful for a variety of reasons: first, they help understand relative object placement in a 3D scene by providing visual cues. Second, they dramatically improve image realism and allow the creation of complex lighting ambiances. Depending on the application, the emphasis is placed on a guaranteed framerate, or on the visual quality of the shadows including penumbra effects or ``soft shadows''. Obviously no single method can render physically correct soft shadows in real-time for any dynamic scene! However our survey aims at providing an exhaustive study allowing a programmer to choose the best compromise for his/her needs. In particular we discuss the advantages, limitations, rendering quality and cost of each algorithm. Recommendations are included based on simple characteristics of the application such as static/moving lights, single or multiple light sources, static/dynamic geometry, geometric complexity, directed or omnidirectional lights, etc. Finally we indicate which methods can efficiently exploit the most recent graphics hardware facilities. ACM CSS: I.3.3 Computer Graphics Picture/Image Generation—Bitmap and framebuffer operations |
| Author | Hasenfratz, J. -M. Lapierre, M. Sillion, F. Holzschuch, N. Artis GRAVIR/IMAG-INRIA |
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| Keywords | soft shadows shadow algorithms shadow volume algorithm real-time shadow mapping |
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| References | Geoffre S. Hubona, Philip N. Wheeler, Gregory W. Shirah and Matthew Brandt. The role of object shadows in promoting 3D visualization. ACM Transactions on Computer-Human Interaction, 6(3):214-242, 1999. Florian Kirsch and Juergen Doellner. Real-time soft shadows using a single light sample. Journal of WSCG (Winter School on Computer Graphics 2003), 11(1):2003. Andrew Woo, Pierre Poulin and Alain Fournier. A survey of shadow algorithms. IEEE Computer Graphics and Applications, 10(6):13-32, 1990. Pascal Mamassian, David C. Knill and Daniel Kersten. The perception of cast shadows. Trends in Cognitive Sciences, 2(8):288-295, 1998. Ulf Assarsson and Tomas Akenine-Möller. A geometry-based soft shadow volume algorithm using graphics hardware. ACM Transactions on Graphics (SIGGRAPH 2003), 22(3):2003. J.-C. Hourcade and A. Nicolas. Algorithms for antialiased cast shadows. Computers & Graphics, 9(3):259-265, 1985. Eric Haines. Soft planar shadows using plateaus. Journal of Graphics Tools, 6(1):19-27, 2001. Céline Loscos and George Drettakis. Interactive high-quality soft shadows in scenes with moving objects. Computer Graphics Forum (Eurographics 1997), 16(3):1997. Daniel Kersten, Pascal Mamassian and David C. Knill. Moving cast shadows and the perception of relative depth. Perception, 26(2):171-192, 1997. Mark Segal, Carl Korobkin, Rolf van Widenfelt, Jim Foran and Paul Haeberli. Fast shadows and lighting effects using texture mapping. Computer Graphics (SIGGRAPH 1992), 26(2):249-252, 1992. Marc Stamminger and George Drettakis. Perspective shadow maps. ACM Transactions on Graphics (SIGGRAPH 2002), 21(3):557-562, 2002. Leonardo Da Vinci. Codex Urbinas. 1490. Harlen Costa Batagelo and Ilaim CostaJúnior. Real-time shadow generation using BSP trees and stencil buffers. In SIBGRAPI, vol. 12, pp. 93-102. 1999. Tomas Akenine-Möller and Eric Haines. Real-Time Rendering. A K Peters Ltd, 2nd edition, 2002. David C. Knill, Pascal Mamassian and Daniel Kersten. Geometry of shadows. Journal of the Optical Society of America, 14(12):3216-3232, 1997. Michael D. McCool. Shadow volume reconstruction from depth maps. ACM Transactions on Graphics, 19(1):1-26, 2000. Franklin C. Crow. Shadow algorithms for computer graphics. Computer Graphics (SIGGRAPH 1977), 11(3):242-248, 1977. Tim Heidmann. Real shadows, real time. In Iris Universe, vol. 18, Silicon Graphics Inc., pp. 23-31. 1991. Johann Heinrich Lambert. Die freye Perspektive. 1759. Stefan Brabec and Hans-Peter Seidel. Shadow volumes on programmable graphics hardware. Computer Graphics Forum (Eurographics 2003), 25(3):2003. Leonard Wanger. The effect of shadow quality on the perception of spatial relationships in computer generated imagery. Computer Graphics (Interactive 3D Graphics 1992), 25(2):39-42, 1992. Lance Williams. Casting curved shadows on curved surfaces. Computer Graphics (SIGGRAPH 1978), 12(3):270-274, 1978. William T. Reeves, David H. Salesin and Robert L. Cook. Rendering antialiased shadows with depth maps. Computer Graphics (SIGGRAPH 1987), 21(4):283-291, 1987. 1991; 18 1990; 10 1978; 12 1985; 9 1997; 26 1998 1997 1994 2003 1992 2002 1999; 6 1759 2003; 11 1999 2000; 19 1987; 21 2001 2000 2001; 6 1997; 14 1490 2002; 21 1999; 12 2003; 25 1997; 16 1977; 11 1998; 2 1992; 25 1992; 26 2003; 22 Akenine‐Möller Tomas (e_1_2_7_3_2) 2002 e_1_2_7_9_2 Costa Batagelo Harlen (e_1_2_7_8_2) 1999; 12 e_1_2_7_7_2 e_1_2_7_17_2 e_1_2_7_15_2 e_1_2_7_13_2 Assarsson Ulf (e_1_2_7_5_2) 2003; 22 Wanger Leonard (e_1_2_7_50_2) 1992; 25 e_1_2_7_43_2 Da Vinci Leonardo (e_1_2_7_49_2) e_1_2_7_45_2 e_1_2_7_47_2 e_1_2_7_26_2 e_1_2_7_28_2 Fernando Randima (e_1_2_7_19_2) 2001 Soler Cyril (e_1_2_7_46_2) 1998 e_1_2_7_25_2 Brabec Stefan (e_1_2_7_10_2) 2002 Wyman Chris (e_1_2_7_54_2) 2003 e_1_2_7_23_2 e_1_2_7_31_2 e_1_2_7_21_2 e_1_2_7_33_2 e_1_2_7_35_2 Morein Steve (e_1_2_7_41_2) 2000 e_1_2_7_39_2 Ying Zhengming (e_1_2_7_55_2) 2002 Lokovic Tom (e_1_2_7_37_2) 2000 Isard M. (e_1_2_7_29_2) 2002 Assarsson Ulf (e_1_2_7_6_2) 2003 Akenine‐Möller Tomas (e_1_2_7_4_2) 2002 Keating Brett (e_1_2_7_30_2) 1999 Heidmann Tim (e_1_2_7_24_2) 1991; 18 e_1_2_7_18_2 e_1_2_7_16_2 Agrawala Maneesh (e_1_2_7_2_2) 2000 e_1_2_7_40_2 e_1_2_7_42_2 Loscos Céline (e_1_2_7_38_2) 1997; 16 e_1_2_7_48_2 e_1_2_7_27_2 Roettger Stefan (e_1_2_7_44_2) 2002 Kirsch Florian (e_1_2_7_34_2) 2003; 11 Woo Andrew (e_1_2_7_52_2) 1992 Chan Eric (e_1_2_7_12_2) 2003 e_1_2_7_51_2 e_1_2_7_22_2 e_1_2_7_32_2 e_1_2_7_53_2 Heinrich Lambert Johann (e_1_2_7_36_2) 1759 e_1_2_7_20_2 Zhang Hansong (e_1_2_7_56_2) 1998 Brabec Stefan (e_1_2_7_11_2) 2003; 25 Drettakis George (e_1_2_7_14_2) 1994 |
| References_xml | – reference: Ulf Assarsson and Tomas Akenine-Möller. A geometry-based soft shadow volume algorithm using graphics hardware. ACM Transactions on Graphics (SIGGRAPH 2003), 22(3):2003. – reference: Tomas Akenine-Möller and Eric Haines. Real-Time Rendering. A K Peters Ltd, 2nd edition, 2002. – reference: David C. Knill, Pascal Mamassian and Daniel Kersten. Geometry of shadows. Journal of the Optical Society of America, 14(12):3216-3232, 1997. – reference: Harlen Costa Batagelo and Ilaim CostaJúnior. Real-time shadow generation using BSP trees and stencil buffers. In SIBGRAPI, vol. 12, pp. 93-102. 1999. – reference: Eric Haines. Soft planar shadows using plateaus. Journal of Graphics Tools, 6(1):19-27, 2001. – reference: Florian Kirsch and Juergen Doellner. Real-time soft shadows using a single light sample. Journal of WSCG (Winter School on Computer Graphics 2003), 11(1):2003. – reference: Leonard Wanger. The effect of shadow quality on the perception of spatial relationships in computer generated imagery. Computer Graphics (Interactive 3D Graphics 1992), 25(2):39-42, 1992. – reference: Lance Williams. Casting curved shadows on curved surfaces. Computer Graphics (SIGGRAPH 1978), 12(3):270-274, 1978. – reference: Marc Stamminger and George Drettakis. Perspective shadow maps. ACM Transactions on Graphics (SIGGRAPH 2002), 21(3):557-562, 2002. – reference: Pascal Mamassian, David C. Knill and Daniel Kersten. The perception of cast shadows. Trends in Cognitive Sciences, 2(8):288-295, 1998. – reference: Stefan Brabec and Hans-Peter Seidel. Shadow volumes on programmable graphics hardware. Computer Graphics Forum (Eurographics 2003), 25(3):2003. – reference: Céline Loscos and George Drettakis. Interactive high-quality soft shadows in scenes with moving objects. Computer Graphics Forum (Eurographics 1997), 16(3):1997. – reference: Tim Heidmann. Real shadows, real time. 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| Title | A Survey of Real-time Soft Shadows Algorithms |
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