RE: [Algorithms] Current state of shadow maps?
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From: Tom F. <tom...@ee...> - 2005-10-03 00:48:13
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I've updated the description of the algorithm and included some = pictures. Hopefully it's a bit clearer, but this stuff can be tough to explain. = The odd toroidal topology of StarTopia doesn't help :-) http://www.eelpi.gotdns.org/papers/shadowbuffer_pseudocode.html > > The army-with-lots-of-short-range-torches example is an=20 > interesting one for > > shadowbuffers. >=20 > Just include it in your demo *g* I did this - just hacked in a light floating above every person's head. = It works pretty well. It's slow, but not absurdly slow, considering what = it's doing! I'll try to take some pics some time - it looks pretty goofy. You're right that to get "perfect" precision you need to render twice as many shadowbuffer texels as pixels, but in practice you need a lot less = than this, even with the horrible alpha-test shadows I'm using here (I find = that half as many texels as pixels works well). With PCF, you can drop it a = bit more, and if you put in soft-edged shadows with something like Smoothies = or Willem's smooth-shadows method (http://www.whdeboer.com/writings.html), = then you need even fewer texels. TomF. > From: Christian Sch=FCler >=20 > > Creating a lot of frustrums, but not necessarily 1 per reciever per > > light - it's very likely you could merge quite a few of those > > frustrums together, given an army is usually walking in close > > formation >=20 > That'd be lossy compression then ... but this opportunity to=20 > short-cut is not restricted to shadowbuffers, is applies to=20 > stencil too (Each unique "frustum" translates to an extrusion=20 > center). Besides I can see the danger of popping if the=20 > merger is inconsitent between frames. >=20 > > The army-with-lots-of-short-range-torches example is an=20 > interesting one for > > shadowbuffers. >=20 > Just include it in your demo *g* >=20 >=20 > > Here's some really really rough back-of-the-envelope=20 > figures to compare the > > two. Warning - lots of assumptions ahead! >=20 > I don't want to start a war. I just would not equate the=20 > overall performance to the # of Z reads/writes. > I have experience with the "army of torches" scenario with=20 > stencils, and you can get decent performance if the average=20 > screen space area was just small enough.=20 > So there is little cost associated "per light" and large=20 > costs for "screen space covered" and "vertices touched". In=20 > the dynamic environment where all the recievers / casters=20 > were moving, guess the limiting factor for the CPU work was=20 > (for me) ---> the scene database queries to just get the=20 > objects for each light! With shadow buffers I can see=20 > shifting the cost more towards per light while per pixel and=20 > per vertex costs may be smaller, with added penalties of=20 > constant costs, like this: >=20 >=20 > stencil: > n lights =3D n passes=20 > where n being the # of scene database queries=20 >=20 > shadow buffers > n lights =3D 2 * n passes (minimum) + n / c * ( render target=20 > switches + stall penalty for leaving the framebuffer / coming=20 > back to the framebuffer, etc etc) > where c being how much buffers you can pack into a shadowbuffer atlas >=20 >=20 > My experience also says that in order to over a 100^2 pixel=20 > screen area, you need a 200^2 shadow buffer, because on=20 > average the projected texels are stretched out due to the=20 > light hitting at grazing angles. A 1024'er screen would need=20 > a 2048'er shadow map. But that's a minor issue.=20 > >=20 > -----Original Message----- > From: gda...@li...=20 > [mailto:gda...@li...] On=20 > Behalf Of Tom Forsyth > Sent: Friday, September 09, 2005 7:38 AM > To: gda...@li... > Subject: RE: [Algorithms] Current state of shadow maps? >=20 >=20 > Interestingly: >=20 > >Stencil volumes win the indoor/urban, night scenarios=20 > >(think doom3, or neverwinter nights for the record) > >- shadows from vegetation can be neglected. > >- many omnidirectional light sources, or lightsources with > > large frustra, for which shadowbuffer is unoptimal (too many render > targets) > >- most light sources have small screen space extent=20 > >and world extent, so stencil is not expensive >=20 > ...actually describes your average StarTopia scene moderately well :-) > http://www.eelpi.gotdns.org/startopia/startopia_pictures.html >=20 > (yes, I will get the demo version done soon, I promise!) >=20 >=20 >=20 > The army-with-lots-of-short-range-torches example is an=20 > interesting one for > shadowbuffers. When the range of a light is small compared to the view > frustum (as will be the case with >90% of the torches), then=20 > my scheme will > just reduce to essentially a cube map per light. Actually, it=20 > gets slightly > better - if there's nothing above the torch in range of it=20 > (likely), then > that face never gets created, and also the face view angles=20 > can be opened up > to about 120 degrees and still remain efficient - this=20 > typically means you > lose another face and only need four frustums per light=20 > rather a cube-map's > six. >=20 >=20 > Here's some really really rough back-of-the-envelope figures=20 > to compare the > two. Warning - lots of assumptions ahead! >=20 > Assume the shadowbuffers are the type that only write to a Z/stencil > surface, not a colour buffer as well. Remember that my scheme=20 > allocates > shadowbuffer texels so that you get 1 texel per screen pixel=20 > for the area it > covers, if you turn the detail to "max", i.e. pixel-perfect. >=20 > Let's also assume that each light's radius sphere covers 10k pixels (a > 100x100 pixel area - not unreasonable). Also approximate the=20 > shadowbuffer > coverage - in practice many pixels in that area won't have=20 > receivers, and > many others will have multiple receivers. Let's call it even=20 > for the sake of > argument. Also assume that in any rendering pass, all the=20 > pixels get tested, > and half get rejected because of overdraw (an entire scene=20 > will have more > overdraw, but my experience is that shadowbuffer/volume=20 > shadows, because of > their limited range, get lower overdraw, and 2x is reasonable). >=20 > Shadowbuffers: >=20 > Per light, rendering shadowbuffers: 10,000 Z tests + 5,000 Z=20 > writes =3D 15k > reads/writes. >=20 > Per light, rendering actual scene: 10,000 shadowbuffer reads. >=20 > Total =3D 25k reads/writes. >=20 >=20 > Volume shadows: >=20 > Per light, rendering volumes (remembering that volumes have=20 > two sides!): > 2*10,000 Z tests + 2*5,000 Z writes =3D 30k reads/writes. >=20 > Per light, rendering actual scene: the stencil tests come=20 > free with the Z > reads. No extra cost. >=20 > Total =3D 30k reads/writes. >=20 >=20 > So in terms of fillrate, it's pretty close - shadowbuffering=20 > slightly ahead, > but I made a lot of assumptions. But shadowbuffering has some=20 > big aces up > its sleeve: >=20 > The first is that I said the quality slider was on "best" -=20 > one texel per > screen pixel. But you can turn that down - you can easily=20 > halve it without > any quality loss. In fact, if you have a soft-edged shadow shader, you > _want_ to turn it down lots! So that dramatically reduces the fillrate > required for shadowbuffers. >=20 > The second is that you can render a single receiver with multiple > shadowbuffers in one pass - because you're just sampling a=20 > texture and doing > a comparison. So you can do more than one of these per=20 > shader. Let's say you > can do two - that's totally realistic for PS2.0 hardware. So=20 > you've now > halved the number of passes you do when rendering the scene=20 > (I didn't list > those reads/writes in the above). This can't be done with=20 > volume shadows > (that I know of) - it can only reject the pixel or accept it, it can't > half-shade it. That's a huge win! >=20 >=20 > Also, the process of extruding volume shadows is far more=20 > expensive than the > equivalent shadowbuffer thing, which is just rendering the=20 > object from a > different POV. I believe most people using VS-driven=20 > extrusion find that > they are frequently limited by triangle throughput rather=20 > than fillrate. And > people using CPU-driven extrusion wish they were doing=20 > VS-driven extrusion > :-) >=20 >=20 >=20 > TomF. >=20 >=20 >=20 > > -----Original Message----- > > From: gda...@li...=20 > > [mailto:gda...@li...] On=20 > > Behalf Of Megan Fox > > Sent: 08 September 2005 13:07 > > To: gda...@li... > > Subject: Re: [Algorithms] Current state of shadow maps? > >=20 > >=20 > > Well, let's take the army with torches but apply stencil shadows > > instead (and let's say they're on a field of battle, a heightmap) - > > how is that still not a nightmare scenario? > >=20 > > With shadow buffers (using Tom's method), you'd end up: > >=20 > > - Creating a lot of frustrums, but not necessarily 1 per=20 > reciever per > > light - it's very likely you could merge quite a few of those > > frustrums together, given an army is usually walking in close > > formation > >=20 > > With stencil, you'd end up: > >=20 > > - Casting your extrusions back for every light/occluder pair. You > > can't really merge (I don't think?), so that's "it." > >=20 > >=20 > > Especially after using Tom's handy-dandy frustum=20 > merge-o-matic method, > > it seems like the two methods would be comperable - mind, both would > > probably keel over and die in a slurry of render passes (and in both > > cases, you'd probably enable your "oh god we're in trouble start > > merging nearby lights into single lights" optimization code), but it > > seems like neither does terribly well. > >=20 > >=20 > > I'd thought the "big" win scenario for stencil over buffers was more > > scenes with few occluders and many recievers (that is, your average > > FPS environment)? > >=20 > > > Stencil volumes win the indoor/urban, night scenarios=20 > > (think doom3, or neverwinter nights for the record) > > > - shadows from vegetation can be neglected. > > > - many omnidirectional light sources, or lightsources with=20 > > large frustra, for which shadowbuffer is unoptimal (too many=20 > > render targets) > > > - most light sources have small screen space extent and=20 > > world extent, so stencil is not expensive > > >=20 > > >=20 > > > However shadowbuffers have other qualities that make them=20 > > attractive (image based, soft edges), so it would be=20 > > desireable to use them for all purposes. It's just a pity=20 > > that they are so unfeasible for omni lights (I imagine an=20 > > army with torches here ...). > >=20 > >=20 > > ------------------------------------------------------- > > SF.Net email is Sponsored by the Better Software Conference & EXPO > > September 19-22, 2005 * San Francisco, CA * Development=20 > > Lifecycle Practices > > Agile & Plan-Driven Development * Managing Projects & Teams *=20 > > Testing & QA > > Security * Process Improvement & Measurement *=20 > > http://www.sqe.com/bsce5sf > >=20 > > _______________________________________________ > > GDAlgorithms-list mailing list > > GDA...@li... > > https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list > > Archives: > > http://sourceforge.net/mailarchive/forum.php?forum_ida88 > >=20 >=20 >=20 >=20 > ------------------------------------------------------- > SF.Net email is Sponsored by the Better Software Conference & EXPO > September 19-22, 2005 * San Francisco, CA * Development=20 > Lifecycle Practices > Agile & Plan-Driven Development * Managing Projects & Teams *=20 > Testing & QA > Security * Process Improvement & Measurement *=20 > http://www.sqe.com/bsce5sf >=20 > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_ida88 >=20 >=20 > ------------------------------------------------------- > SF.Net email is Sponsored by the Better Software Conference & EXPO > September 19-22, 2005 * San Francisco, CA * Development=20 > Lifecycle Practices > Agile & Plan-Driven Development * Managing Projects & Teams *=20 > Testing & QA > Security * Process Improvement & Measurement *=20 > http://www.sqe.com/bsce5sf >=20 > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_ida88 >=20 |