Beyond Hard Shadows: Moment Shadow Maps for Single Scattering, Soft Shadows and Translucent Occluders

In proceedings of Proceedings of the 20th Meeting of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games, Redmond, Washington, pages 159-170, ACM, 2016
 

Abstract

Building upon previous works, we transfer the recently proposed moment shadow mapping to three new applications. Like variance shadow maps and convolution shadow maps, moment shadow maps can be filtered directly. Classically, this is used to filter hard shadows but previous works explore other applications. Prefiltered single scattering uses convolution shadow maps to render single scattering in homogenous participating media, variance soft shadow mapping uses variance shadow maps for approximate soft shadows and Fourier opacity mapping uses convolution shadow maps for translucent occluders. We combine these three techniques with moment shadow mapping to arrive at better heuristics with less computational overhead.

Stichwörter: filterable shadow maps, moment shadow mapping, participating media, real-time rendering, single scattering, soft shadows, translucent occluders

This paper has been presented at i3D 2016 on 27th of February. The author's version and additional material are available below. The supplementary video is also available on YouTube.

Executable Demo

We provide an executable demo showcasing all novel techniques presented in the paper and some related work. For example, exponential variance shadow maps with 16-bit quantization are now supported. Please refer to the ReadMe.pdf that comes with the download for more information. Additionally, there is documented HLSL code.

Here is a link to the publication page in the ACM digital library.

Slides

The slides used for the presentation at i3D 2016 are available below. They are created in Powerpoint and heavily reliant on video content. Besides PowerPoint or the free PowerPoint Viewer you need an h264 codec such as x264vfw to view them properly.

Bilder

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Zusätzliches Material

Bibtex

@INPROCEEDINGS{peters-2016-msm-applications,
     author = {Peters, Christoph and M{\"u}nstermann, Cedrick and Wetzstein, Nico and Klein, Reinhard},
      pages = {159--170},
      title = {Beyond Hard Shadows: Moment Shadow Maps for Single Scattering, Soft Shadows and Translucent
               Occluders},
  booktitle = {Proceedings of the 20th Meeting of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games},
     series = {i3D '16},
       year = {2016},
  publisher = {ACM},
   location = {Redmond, Washington},
    address = {New York, NY, USA},
   keywords = {filterable shadow maps, moment shadow mapping, participating media, real-time rendering, single
               scattering, soft shadows, translucent occluders},
   abstract = {Building upon previous works, we transfer the recently proposed moment shadow mapping to three new
               applications. Like variance shadow maps and convolution shadow maps, moment shadow maps can be
               filtered directly. Classically, this is used to filter hard shadows but previous works explore other
               applications. Prefiltered single scattering uses convolution shadow maps to render single scattering
               in homogenous participating media, variance soft shadow mapping uses variance shadow maps for
               approximate soft shadows and Fourier opacity mapping uses convolution shadow maps for translucent
               occluders. We combine these three techniques with moment shadow mapping to arrive at better
               heuristics with less computational overhead.},
       isbn = {978-1-4503-4043-4/16/03},
        url = {http://dx.doi.org/10.1145/2856400.2856402},
        doi = {10.1145/2856400.2856402}
}