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.
Zielgruppe
Programmers, researchers, and undergraduate and graduate students in computer graphics, game development, and computer science.
Autoren/Hrsg.
Fachgebiete
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