PPT-Real-time Rendering Advanced Shadow Maps
Author : daniella | Published Date : 2023-10-26
CSE 781 Prof Roger Crawfis Shadow Map Enhancements Two main research thrusts Shadow Map Filtering Variance Shadow Maps Convolution Shadow Maps Exponential Shadow
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Real-time Rendering Advanced Shadow Maps: Transcript
CSE 781 Prof Roger Crawfis Shadow Map Enhancements Two main research thrusts Shadow Map Filtering Variance Shadow Maps Convolution Shadow Maps Exponential Shadow Maps Layered Variance Shadow Maps. . Advanced Shadow Maps. CSE 781. Prof. Roger Crawfis. Shadow Map Enhancements. Two main research thrusts.. Shadow Map Filtering. Variance Shadow Maps. Convolution Shadow Maps. Exponential Shadow Maps. . Shadow Volumes. CSE 781. Prof. Roger Crawfis. Real-Time Shadows Require:. Dynamic lights. Dynamic . occluders. Dynamic receivers . Zombies optional. We Have Two Options. Shadow Maps. Image-based. Confetti Games. Confetti. Think-Tank for game and movie related industries. Middleware Provider. Aura – Dynamic Global Illumination System. PixelPuzzle. – . PostFX. pipeline. Ephemeris – Dynamic . Ulrich Haar, Lead Programmer 3D, . Ubisoft. Montreal. Sebastian Aaltonen, Senior Lead Programmer, . RedLynx. a . Ubisoft. Studio. SIGGRAPH . 2015: . Advances. . in Real-Time . Rendering. . in . Games. . Intro to Shadows. CSE 781. Prof. Roger Crawfis. Shadows can be Wonderful!. Importance of Shadows. Trapezoid?. Importance of Shadows. Cue to object-object . relationship.. Provides additional depth cue.. . Self-Shadowing. CSE 781. Prof. Roger Crawfis. Self-Shadow Algorithms. Many of the shadow techniques can have receivers and . occluders. from the same set.. Self-shadowing implies that the occluder is equal to the receiver.. CSE . 274 [. Fall. . 2015]. , Lecture . 3. Shadow and Environment Mapping . http://. www.cs.ucsd.edu. /~. ravir. To Do. By . next Thu. , . e-mail me . brief project description (can be done in groups of 2). Time to discuss next week. Materials, . PostEffects. and Scen. e Composition. GDC 2015. 1. New Features. New . Material. System. Allowing multi-layered PBR materials. PostProcessing. Effects. Along a simple and powerful . ImageEffect. NVIDIA Research. Anti-Aliasing: Are We There Yet?. 1. 2. “The Order: 1866” © Sony Computer Entertainment. 3. “Infiltrator” Unreal Engine 4 demo © Epic Games. 4. “Assassin’s Creed Unity” © . Techniques in . Ryse. : Son of Rome. Nicolas Schulz. Senior Rendering Engineer. Theodor Mader. Rendering Engineer. Ryse. Rendering Challenges. Major launch title for Xbox One. Visual leap expected for launch title on new platform. Shadow Volumes. CSE 781. Prof. Roger Crawfis. Real-Time Shadows Require:. Dynamic lights. Dynamic . occluders. Dynamic receivers . Zombies optional. We Have Two Options. Shadow Maps. Image-based. Half-Life 2. CSE 781. Prof. Roger Crawfis. Self-Shadow Algorithms. Many of the shadow techniques can have receivers and . occluders. from the same set.. Self-shadowing implies that the occluder is equal to the receiver.. CSE 781. Prof. Roger Crawfis. Shadow Maps. Casting . curved shadows on curved surfaces. Image-space algorithm. Well suited for hardware implementation. Real-Time . Luxo. Jr. …uses three dynamic shadow maps (OpenGL, GeForce3) . Shadow Volumes. CSE 781. Prof. Roger Crawfis. Real-Time Shadows Require:. Dynamic lights. Dynamic . occluders. Dynamic receivers . Zombies optional. We Have Two Options. Shadow Maps. Image-based. Half-Life 2.
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