Eisemann / Schwarz / Assarsson | Real-Time Shadows | E-Book | www2.sack.de
E-Book

E-Book, Englisch, 398 Seiten

Eisemann / Schwarz / Assarsson Real-Time Shadows


1. Auflage 2011
ISBN: 978-1-4398-6769-3
Verlag: Taylor & Francis
Format: PDF
Kopierschutz: Adobe DRM (»Systemvoraussetzungen)

E-Book, Englisch, 398 Seiten

ISBN: 978-1-4398-6769-3
Verlag: Taylor & Francis
Format: PDF
Kopierschutz: Adobe DRM (»Systemvoraussetzungen)



Important elements of games, movies, and other computer-generated content, shadows are crucial for enhancing realism and providing important visual cues. In recent years, there have been notable improvements in visual quality and speed, making high-quality realistic real-time shadows a reachable goal.

Real-Time Shadows is a comprehensive guide to the theory and practice of real-time shadow techniques. It covers a large variety of different effects, including hard, soft, volumetric, and semi-transparent shadows.

The book explains the basics as well as many advanced aspects related to the domain of shadow computation. It presents interactive solutions and practical details on shadow computation. The authors compare various algorithms for creating real-time shadows and illustrate how they are used in different situations. They explore the limitations and failure cases, advantages and disadvantages, and suitability of the algorithms in several applications. Source code, videos, tutorials, and more are available on the book’s website www.realtimeshadows.com.

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Zielgruppe


Programmers, researchers, and undergraduate and graduate students in computer graphics, game development, and computer science.

Weitere Infos & Material


Introduction

Definition
Importance of Shadows

Difficulty of Computing Shadows

Overview

General Information for the Reader

Basic Shadow Techniques

Projection Shadows

Shadow Mapping

Shadow Volumes

Stencil Shadow Volumes
Transparency

Summary

Shadow Map Aliasing

Shadow Mapping as Signal Reconstruction
Initial Sampling Error – Undersampling

Resampling Error

Shadow Map Sampling

Fitting

Warping

Global Partitioning

Adaptive Partitioning

View Sample Mapping

Shadow Map Reconstruction

Temporal Reprojection

Cookbook

Filtered Hard Shadows

Filters and Shadow Maps

Applications of Filtering
Precomputing Larger Filter Kernels

Summary

Image-Based Soft Shadow Methods

Introduction

Basics

A Reference Solution

Augmenting Hard Shadows with Penumbrae

Blurring Hard Shadow Test Results

Filtering Planar Occluder Images
Reconstructing and Backprojecting Occluders

Using Multiple Depth Maps

Summary

Geometry-Based Soft Shadow Methods

Plausible Shadows by Generating Outer Penumbra

Inner and Outer Penumbra

Soft Shadow Volumes

View-Sample Mapping

Tradeoffs

Summary of Soft Shadow Algorithms

Image-Based Transparency

Deep Shadow Maps

Approximating the Transmittance Function

Summary

Volumetric Shadows
Real-Time Single Scattering in Homogeneous Participating Media

Ray Marching a Shadow Map

Shadow Volume-based Approaches

Summary

Advanced Shadow Topics
Multi-Colored Light Sources

Multisample Antialiasing

Voxels and Shadows

Ray-Casting Shadows

Environmental Lighting

Precomputed Radiance Transfer

Conclusion

Hard Shadows

Filtered Hard Shadows

Soft Shadows

Advanced Methods

Welcome to Tomorrow

Appendix A: Down the Graphics Pipeline
Appendix B: Brief Guide to Graphics APIs
Appendix C: A Word on Shading
Appendix D: Fast GPU Filtering Techniques
Appendix E: More For Less – Deferred Shading and Upsampling
Appendix F: Symbols

Bibliography



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