Per-triangle Shadow Volumes using a view-sample cluster hierarchy

Sintorn, Erik, Kampe, Viktor, Olsson, Ola and Assarsson, Ulf (2014). Per-triangle Shadow Volumes using a view-sample cluster hierarchy. In: Proceedings of the 18th Meeting of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games, I3D 2014. ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games, San Francisco, CA, United States, (111-118). 14-16 March 2014. doi:10.1145/2556700.2556716


Author Sintorn, Erik
Kampe, Viktor
Olsson, Ola
Assarsson, Ulf
Title of paper Per-triangle Shadow Volumes using a view-sample cluster hierarchy
Conference name ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
Conference location San Francisco, CA, United States
Conference dates 14-16 March 2014
Convener SIGGRAPH
Proceedings title Proceedings of the 18th Meeting of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games, I3D 2014
Series Symposium on Interactive 3D Graphics and Games
Place of Publication New York, NY, United States
Publisher ACM
Publication Year 2014
Sub-type Fully published paper
DOI 10.1145/2556700.2556716
Open Access Status Not Open Access
ISBN 9781450327176
Start page 111
End page 118
Total pages 8
Abstract/Summary Rendering pixel-accurate shadows in scenes lit by a point lightsource in real time is still a challenging problem. For scenes of moderate complexity, algorithms based on Shadow Volumes are by far the most efficient in most cases, but traditionally, these algorithms struggle with views where the volumes generate a very high depth complexity. Recently, a method was suggested that alleviates this problem by testing each individual triangle shadow volume against a hierarchical depth map, allowing volumes that are in front of, or behind, the rendered view samples to be efficiently culled. In this paper, we show that this algorithm can be greatly improved by building a full 3D acceleration structure over the view samples and testing per-triangle shadow volumes against that. We show that our algorithm can elegantly maintain high frame-rates even for views with very high-frequency depth-buffers where previous algorithms perform poorly. Our algorithm also performs better than previous work in general, making it, to the best of our knowledge, the fastest pixel-accurate shadow algorithm to date. It can be used with any arbitrary polygon soup as input, with no restrictions on geometry or required pre-processing, and trivially supports transparent and textured shadow-casters. Copyright
Subjects 1712 Software
1709 Human-Computer Interaction
1704 Computer Graphics and Computer-Aided Design
Keyword Alias-free
Real-time
Shadows
Q-Index Code E1
Q-Index Status Provisional Code
Institutional Status Non-UQ

 
Versions
Version Filter Type
Citation counts: Scopus Citation Count Cited 4 times in Scopus Article | Citations
Google Scholar Search Google Scholar
Created: Fri, 29 Apr 2016, 11:46:19 EST by Anthony Yeates on behalf of Learning and Research Services (UQ Library)