アルゴリズム ※図は，Hang Dou, Yajie Yan, et.al, “Adaptive depth bias for shadow maps”, Journal of Compute Graphics Technique, Vol3, No.4, 2014より引用
適用例 ※図は，Hang Dou, Yajie Yan, et.al, “Adaptive depth bias for shadow maps”, Journal of Compute Graphics Technique, Vol3, No.4, 2014より引用
実行時間 ※DualはWEISKOPF, D., AND ERTL, T. 2003. “Shadow mapping based on dual depth layers”. In Proceedings of Eurographics, vol. 3, 53–60.の手法 ※図は，Hang Dou, Yajie Yan, et.al, “Adaptive depth bias for shadow maps”, Journal of Compute Graphics Technique, Vol3, No.4, 2014より引用
まだ，確認していない論文 • “4D-rasterization for Fast Soft Shadow Rendering”, ESGR 2016 This paper describes an algorithm for rendering soft shadows efficiently by generalizing conventional triangle projection and rasterization from 2D to 4D. The rectangular area light source is modeled with a point light source that translates with two degrees of freedom. This generalizes the projection of triangles and of output image samples, as seen from the light, to the locus of projections as the light translates. The generalized projections are rasterized to determine a conservative set of sample/ triangle pairs, which are then examined to derive light occlusion masks for each sample. The algorithm is exact in the sense that each element of the occlusion mask of a sample is computed accurately by considering all potentially blocking triangles. The algorithm does not require any type of precomputation so it supports fully dynamic scenes. We have tested our algorithm on several scenes to render complex soft shadows accurately at interactive rates.
• “Fast Shadow Map Rendering for Many Lights Settings”, ESGR 2016 In this paper we present a method to efficiently cull large parts of a scene prior to shadow map computations for many- lights settings. Our method is agnostic to how the light sources are generated and thus works with any method of light distribution. Our approach is based on previous work in culling for ray traversal to speed up area light sampling.
• “Filtering Multilayer Shadow Maps for Accurate Soft Shadows”, EG 2016 In this paper, we introduce a novel technique for pre-filtering multi-layer shadow maps. The occluders in the scene are stored as variable-length lists of fragments for each texel. We show how this representation can be filtered by progress “ ivel CG y merging these lists. In 技術の実装と数理2 c 0 o 1 nt 6 ra ”( st ht to t p:previ //i ous me.i pre st. -filteri hok ng udai .techn ac. iques jp/~ , mcogur /2me 01th 6 od /prbetter ogr ca am. ptu ht res ml) the distribution of depth values, resulting in a で much 持 higher 田恵 sha 祐さん dow quality for overlapping occluders and occluders with (早稲田大学)が different depths. The pre-filtered maps are generated and evaluated directly on the GPU, and provide efficient queries for shadow tests with arbi 説明してい trary るよ filter sizes うなの . で， Accurate 資料が soft shadows 上がったら a そre rendered ちらを見 in ま rea しょ l-tim う。 e even for complex scenes and difficult setups. Our results demonstrate that our pre-filtered maps are general and particularly scalable.