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Ray Tracing Depth Maps Using Precomputed Edge Tables

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Ray Tracing Depth Maps Using Precomputed Edge Tables. Kevin Egan ... Agrawala et al. introduced techniques for ray tracing through depth maps (SIGGRAPH 2000) ... – PowerPoint PPT presentation

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Title: Ray Tracing Depth Maps Using Precomputed Edge Tables


1
Ray Tracing Depth Maps Using Precomputed Edge
Tables
  • Kevin Egan
  • Rhythm Hues Studios

2
Overview
  • Shadowing
  • Ray tracing depth maps
  • Our new technique
  • Analysis and future work

3
Shadowing
  • Shadows provide realism and a sense of depth
  • We will focus on opaque objects casting shadows
    from an area light
  • Ray traced shadows
  • Depth maps

area light
occluder
umbra
penumbra
4
Area Lights and Depth Maps
  • Create and sample many depth maps
  • Percentage closer filtering with an expanded
    filter region
  • Incorrect self-shadowing
  • Ray tracing depth maps

5
Ray Tracing Depth Maps
  • Agrawala et al. introduced techniques for ray
    tracing through depth maps (SIGGRAPH 2000)
  • Correctly cast rays from shading point to area
    light
  • Hierarchical depth map
  • Caching shadow rays
  • Trace one ray at a time

6
Side View
depth map projection point
area light
shadow ray
pixel frusta
shading point
7
Side View
depth map projection point
area light
shadow ray
pixel frusta
shading point
8
Side View
depth map projection point
area light
shadow ray
pixel frusta
shading point
9
Overhead view
shadow ray
pixel frusta
shading point
10
Overhead view
shadow ray
pixel frusta
shading point
11
Overhead view
shadow ray
pixel frusta
shading point
12
Ray Tracing Depth Maps
  • In Agrawala implementation tracing many rays
    leads to repeated depth map lookups

13
Overhead view
shadow rays
pixel frusta
shading point
14
Our Work
  • Same basic idea as Agrawala et al.
  • Correctly cast rays from shading point to area
    light
  • New datastructure for tracing many shadow ray
    segments in parallel

15
Precomputed Edge Tables
  • Pick a shading position to precompute
  • For each pixel frustum edge compute intersection
    with all shadow rays
  • For each intersection store bitmask recording
    which rays intersect below intersection point
  • We call this set of bitmasks an edge table

16
Side View
depth map projection point
area light
shadow ray
pixel frusta
occluder
shading position
17
Side View
depth map projection point
area light
shadow ray
bitmasks
pixel frusta
shading position
18
Precomputed Edge Tables
  • We can efficiently find all rays occluded by a
    single depth map pixel

19
Overhead view
shadow rays
pixel frusta
shading point
20
Precomputed Edge Tables
  • For each pixel in filter region
  • Lookup depth from depth map
  • Find nearest bitmasks for all edges
  • XOR bitmasks for incoming edges with outgoing
  • edges
  • Mark all occluded rays
  • Record percentage of occluded rays

21
Precomputed Edge Tables
  • Edge table masks store all relevant edge tables
  • Efficient and accurate computation for one
    shading position
  • Assume the light source is planar and
    perpendicular to the axis of projection
  • One edge table mask can be used for many pixels

22
Precomputed Edge Tables
  • Generate masks for some number of positions

precomputed mask positions
23
Precomputed Edge Tables
  • Masks generated for one pixel can be reused for
    all pixels

replicated mask positions
precomputed mask positions
24
Precomputed Edge Tables
  • For new shading point move the nearest masks to
    the new shading position and linearly blend the
    results
  • Moving a mask from its precomputed position
    effectively shrinks or shifts the light

25
Precomputed Edge Tables
new shading position
26
Results
27
Results
28
Drawbacks
  • Rendering time and memory consumption are
    dependent on
  • Filter size (penumbra width)
  • Depth map resolution
  • Density of edge table masks
  • Undersampling filter region does not give good
    results

29
Benefits
  • Improvement to Agrawala implementation
  • Especially when shadow ray caching is ineffective
  • Precomputation for geometry and shadow rays
  • More robust than percentage closer filtering
  • Faster than ray traced shadows

30
Future Work
  • Mixing ray tracing and precomputed depth maps
  • Accuracy along silhouette edges
  • Efficiency for other areas
  • Multi-resolution depth map
  • GPU implementation

31
Thanks!
  • Ivan Neulander
  • Rhythm Hues Studios
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