Paul Rosen PhD

Research Assistant Professor
The Scientific Computing and Imaging Institute
School of Computing
The University of Utah
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Rectilinear Texture Warping for Fast Adaptive Shadow Mapping

Abstract

Conventional shadow mapping relies on uniform sampling for producing hard shadow in an efficient manner. This approach trades image quality in favor of efficiency. A number of approaches improve upon shadow mapping by combining multiple shadow maps or using complex data structures to produce shadow maps with multiple resolutions. By sacrificing some performance, these adaptive methods produce shadows that closely match ground truth. This paper introduces Rectilinear Texture Warping (RTW) for efficiently generating adaptive shadow maps. RTW images combine the advantages of conventional shadow mapping - a single shadow map, quick construction, and constant time pixel shadow tests, with the primary advantage of adaptive techniques - shadow map resolutions which more closely match those requested by output images. RTW images consist of a conventional texture paired with two 1-D warping maps that form a rectilinear grid defining the variation in sampling rate. The quality of shadows produced with RTW shadow maps of standard resolutions, i.e. 2,048x2,048 texture for 1080p output images, approaches that of raytraced results while low overhead permits rendering at hundreds of frames per second.

Keywords: adaptive sampling, rendering, shadow algorithms

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Citation

Paul Rosen. Rectilinear texture warping for fast adaptive shadow mapping. In Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games, I3D '12, pages 151-158, 2012. [ DOI ] [ http ]

Bibtex


@inproceedings{Rosen.2012.I3D,
  author = {Paul Rosen},
  title = {Rectilinear Texture Warping for Fast Adaptive Shadow Mapping},
  booktitle = {Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics
	and Games},
  year = {2012},
  series = {I3D '12},
  pages = {151--158},
  abstract = {Conventional shadow mapping relies on uniform sampling for producing
	hard shadow in an efficient manner. This approach trades image quality
	in favor of efficiency. A number of approaches improve upon shadow
	mapping by combining multiple shadow maps or using complex data structures
	to produce shadow maps with multiple resolutions. By sacrificing
	some performance, these adaptive methods produce shadows that closely
	match ground truth.
	
	 This paper introduces Rectilinear Texture Warping (RTW) for efficiently
	generating adaptive shadow maps. RTW images combine the advantages
	of conventional shadow mapping - a single shadow map, quick construction,
	and constant time pixel shadow tests, with the primary advantage
	of adaptive techniques - shadow map resolutions which more closely
	match those requested by output images. RTW images consist of a conventional
	texture paired with two 1-D warping maps that form a rectilinear
	grid defining the variation in sampling rate. The quality of shadows
	produced with RTW shadow maps of standard resolutions, i.e. 2,048x2,048
	texture for 1080p output images, approaches that of raytraced results
	while low overhead permits rendering at hundreds of frames per second.},
  acmid = {2159641},
  doi = {10.1145/2159616.2159641},
  isbn = {978-1-4503-1194-6},
  keywords = {adaptive sampling, rendering, shadow algorithms},
  location = {Costa Mesa, California},
  numpages = {8},
  url = {http://doi.acm.org/10.1145/2159616.2159641}
}


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publications/rosen.2012.i3d.txt · Last modified: 2014/10/08 11:50 by Paul Rosen