Self-Shadowing of Dynamic Scenes with Environment Maps using the GPU
Date issued
2005
Authors
Journal Title
Journal ISSN
Volume Title
Publisher
UNION Agency
Abstract
In this paper we present a method for illuminating a dynamic scene with a high dynamic range environment map
with real-time or interactive frame rates, taking into account self shadowing. Current techniques require static
geometry (pre-computed light transport), are limited to few and small area lights or are limited in the frequency of
the shadows. We facilitate importance sampling of the environment map and GPU based shadow calculation in an
efficient way. The shadows are calculated per pixel, so no highly tessellated models are necessary in opposition to
other techniques. Our method provides a novel and highly efficient way for using shadow maps as data structure
for visibility computations done entirely on the GPU. We achieve real-time frame rates for moderate sized models
on current graphics hardware. Since we evaluate the light transport of the scene per frame, complex dynamically
animated models can be rendered efficiently.
Description
Subject(s)
stínové algoritmy, mapování prostředí, programování grafických procesorů
Citation
WSCG '2005: Full Papers: The 13-th International Conference in Central Europe on Computer Graphics, Visualization and Computer Vision 2005 in co-operation with EUROGRAPHICS: University of West Bohemia, Plzen, Czech Republic, p. 31-38.