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Fast percentage closer soft shadows using temporal coherence

Published: 21 March 2013 Publication History

Abstract

We propose a novel way to efficiently calculate soft shadows in real-time applications by overcoming the high computational effort involved with the complex corresponding visibility estimation each frame: We exploit the temporal coherence prevalent in typical scene movement, making the estimation of a new shadow value only necessary whenever regions are newly disoccluded due to camera adjustment, or the shadow situation changes due to object movement. By extending the typical shadow mapping algorithm by an additional light-weight buffer for the tracking of dynamic scene objects, we can robustly and efficiently detect all screen space fragments that need to be updated, including not only the moving objects themselves, but also the soft shadows they cast. By applying this strategy to the popular Percentage Closer Soft Shadow algorithm (PCSS), we double rendering performance in scenes with both static and dynamic objects -- as prevalent in various 3D game levels -- while maintaining the visual quality of the original approach.

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References

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    cover image ACM Conferences
    I3D '13: Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
    March 2013
    242 pages
    ISBN:9781450319560
    DOI:10.1145/2448196
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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    Published: 21 March 2013

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    Author Tags

    1. real-time
    2. soft shadows
    3. temporal coherence

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    • (2018)Reflection reprojection using temporal coherenceThe Visual Computer: International Journal of Computer Graphics10.1007/s00371-017-1358-934:4(517-529)Online publication date: 1-Apr-2018
    • (2018)Separable soft shadow mappingThe Visual Computer: International Journal of Computer Graphics10.1007/s00371-015-1062-632:2(167-178)Online publication date: 28-Dec-2018
    • (2017)Euclidean Distance Transform Soft Shadow Mapping2017 30th SIBGRAPI Conference on Graphics, Patterns and Images (SIBGRAPI)10.1109/SIBGRAPI.2017.38(238-245)Online publication date: Oct-2017
    • (2016)Beyond hard shadowsProceedings of the 20th ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games10.1145/2856400.2856402(159-170)Online publication date: 27-Feb-2016
    • (2016)Interactive Screenspace Stream-Compaction Fragment Rendering of Direct Illumination from Area Lights2016 International Conference on Cyberworlds (CW)10.1109/CW.2016.16(57-64)Online publication date: Sep-2016
    • (2014)A Comparative Perceptual Study of Soft-Shadow AlgorithmsACM Transactions on Applied Perception (TAP)10.1145/262002911:2(1-21)Online publication date: 1-Jun-2014
    • (2013)Efficient real-time shadowsACM SIGGRAPH 2013 Courses10.1145/2504435.2504453(1-54)Online publication date: 21-Jul-2013

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