Advanced Shadow Algorithms - Filtered Hard Shadows

Matthias Adorjan
Advanced Shadow Algorithms - Filtered Hard Shadows
[thesis]

Information

Abstract

Shadows play a very important role in enhancing realism of rendered scenes. Scenes without them look unnatural and flat. If you look at them you feel like there is something missing. Furthermore it is hard to determine a spatial relationship between the objects in a scene without shadows. In recent years a lot of papers and articles have been published on the topic of rendering realistic shadows in real time. Many of the presented techniques are based on shadow mapping, which has become widely accepted as a method for shadow rendering.

This thesis focuses on giving an overview of commonly used methods to fight aliasing and produce soft-edged shadows in real time by filtering hard shadows created on the basis of shadow mapping. These filtering techniques are integrated into an existing framework, which allows the user to modify different essential parameters to find the best solution regarding shadow creation for a particular scene.

Additionally gamma correction as another realism and image quality improving mechanism is explained. We present a tutorial on what to consider when implementing a gamma correct rendering pipeline in DirectX R 11.

The resulting software of this thesis is freely available at http://www.realtimeshadows.com.

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BibTeX

@bachelorsthesis{ADORJAN-2013-ASE,
  title =      "Advanced Shadow Algorithms - Filtered Hard Shadows",
  author =     "Matthias Adorjan",
  year =       "2013",
  abstract =   "Shadows play a very important role in enhancing realism of
               rendered scenes. Scenes without them look unnatural and
               flat. If you look at them you feel like there is something
               missing. Furthermore it is hard to determine a spatial
               relationship between the objects in a scene without shadows.
               In recent years a lot of papers and articles have been
               published on the topic of rendering realistic shadows in
               real time. Many of the presented techniques are based on
               shadow mapping, which has become widely accepted as a method
               for shadow rendering.  This thesis focuses on giving an
               overview of commonly used methods to fight aliasing and
               produce soft-edged shadows in real time by filtering hard
               shadows created on the basis of shadow mapping. These
               filtering techniques are integrated into an existing
               framework, which allows the user to modify different
               essential parameters to find the best solution regarding
               shadow creation for a particular scene.  Additionally gamma
               correction as another realism and image quality improving
               mechanism is explained. We present a tutorial on what to
               consider when implementing a gamma correct rendering
               pipeline in DirectX R 11.  The resulting software of this
               thesis is freely available at
               http://www.realtimeshadows.com.",
  month =      may,
  type =       "Bakk-Arbeit",
  address =    "Favoritenstrasse 9-11/186, A-1040 Vienna, Austria",
  school =     "Institute of Computer Graphics and Algorithms, Vienna
               University of Technology",
  URL =        "https://www.cg.tuwien.ac.at/research/publications/2013/ADORJAN-2013-ASE/",
}