![]() These two problems are handled well in PSSMs. How do we alleviate the performance drop caused by multiple rendering passes when generating shadow maps and rendering the scene shadows?.How do we determine the split positions?.The two major problems with all these algorithms, including our PSSMs, are the following: 2006 and implemented as cascaded shadow mapping in Futuremark's benchmark application 3DMark 2006. The idea of using multiple shadow maps was introduced in Tadamura et al. 2004) and trapezoidal shadow maps (TSMs) (Martin and Tan 2004), PSSMs provide an intuitive way to discretely approximate the warped distribution of the shadow-map texels, but without mapping singularities and special treatments. In comparison with other popular shadow-mapping techniques, such as perspective shadow maps (PSMs) (Stamminger and Drettakis 2002), light-space perspective shadow maps (LiSPSMs) (Wimmer et al. With a better matching of sampling frequencies in view space and texture space, shadow aliasing errors are significantly reduced. By splitting the view frustum into parts, we allow each shadow map to sample a smaller area, so that the sampling frequency in texture space is increased. The split scheme is motivated by the observation that points at different distances from the viewer need different shadow-map sampling densities. In this technique the view frustum is split into multiple depth layers using clip planes parallel to the view plane, and an independent shadow map is rendered for each layer, as shown in Figure 10-1.įigure 10-1 Parallel-Split Shadow Maps in The technique we present is called parallel-split shadow maps (PSSMs) (Zhang et al. ![]() We also show the implementation details of our technique on modern programmable GPUs. In this chapter we present an advanced shadow-mapping technique that produces antialiased and real-time shadows for large-scale environments. However, shadow mapping has inherent aliasing problems, so using standard shadow mapping is not enough to produce high-quality shadow rendering in complex and large-scale scenes. Shadow mapping (Williams 1978) has been used extensively in 3D games and applications for producing shadowing effects. Parallel-Split Shadow Maps on Programmable GPUs You can also subscribe to our Developer News Feed to get notifications of new material on the site. The CD content, including demos and content, is available on the web and for download. GPU Gems 3 is now available for free online!
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