Re: [Algorithms] Current state of shadow maps?
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From: Megan F. <sha...@gm...> - 2005-10-05 04:40:58
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I wonder - have you seen this? - http://www.gamedev.net/community/forums/topic.asp?topic_id=3D346786 Seems this approach might be applied to your problem with great success. On 10/4/05, Tom Forsyth <tom...@ee...> wrote: > Yep - that's the tricky part. One method is to partition the large object= s > with user clip planes. Another is to simply decimate them into smaller an= d > smaller chunks of triangles as needed (rather expensive, but it should on= ly > happen to a few objects - hopefully!). Another is to use cube-map > shadowbuffers, if hardware is available. But I haven't actually tried any= of > these yet :-) There are some good papers on cube-map shadowbuffers around > though - I recall one from some nVidians. > > TomF. > > -----Original Message----- > From: gda...@li... > [mailto:gda...@li...] On Behalf Of David > Whatley > Sent: 03 October 2005 23:30 > To: gda...@li... > Subject: Re: [Algorithms] Current state of shadow maps? > > > Tom, > > That stuff is great! Just wish it didn't have the one limitation that ma= kes > it not work for me... "The only places that do not currently work well ar= e > large objects with lights close to or inside them." Any dude carrying a > torch on my terrain would describe that... the terrain is a "large object= " > in that sense. Ah well. But stencil shadows are looking great so far! = I > hope to combine them with some form of what you are doing for a nice hybr= id > shadowing approach. > > -- David > > > Tom Forsyth wrote: > 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 > > interesting one for > > shadowbuffers. > > Just include it in your demo *g* > > > I did this - just hacked in a light floating above every person's head. I= t > 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 t= han > this, even with the horrible alpha-test shadows I'm using here (I find th= at > half as many texels as pixels works well). With PCF, you can drop it a bi= t > 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), t= hen > you need even fewer texels. > > TomF. > > > > From: Christian Sch=FCler > > > 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 > > That'd be lossy compression then ... but this opportunity to > short-cut is not restricted to shadowbuffers, is applies to > stencil too (Each unique "frustum" translates to an extrusion > center). Besides I can see the danger of popping if the > merger is inconsitent between frames. > > > The army-with-lots-of-short-range-torches example is an > > interesting one for > > shadowbuffers. > > Just include it in your demo *g* > > > > Here's some really really rough back-of-the-envelope > > figures to compare the > > two. Warning - lots of assumptions ahead! > > I don't want to start a war. I just would not equate the > overall performance to the # of Z reads/writes. > I have experience with the "army of torches" scenario with > stencils, and you can get decent performance if the average > screen space area was just small enough. > So there is little cost associated "per light" and large > costs for "screen space covered" and "vertices touched". In > the dynamic environment where all the recievers / casters > were moving, guess the limiting factor for the CPU work was > (for me) ---> the scene database queries to just get the > objects for each light! With shadow buffers I can see > shifting the cost more towards per light while per pixel and > per vertex costs may be smaller, with added penalties of > constant costs, like this: > > > stencil: > n lights =3D n passes > where n being the # of scene database queries > > shadow buffers > n lights =3D 2 * n passes (minimum) + n / c * ( render target > switches + stall penalty for leaving the framebuffer / coming > back to the framebuffer, etc etc) > where c being how much buffers you can pack into a shadowbuffer atlas > > > My experience also says that in order to over a 100^2 pixel > screen area, you need a 200^2 shadow buffer, because on > average the projected texels are stretched out due to the > light hitting at grazing angles. A 1024'er screen would need > a 2048'er shadow map. But that's a minor issue. > > > -----Original Message----- > From: gda...@li... > [mailto:gda...@li...] On > Behalf Of Tom Forsyth > Sent: Friday, September 09, 2005 7:38 AM > To: gda...@li... > Subject: RE: [Algorithms] Current state of shadow maps? > > > Interestingly: > > > Stencil volumes win the indoor/urban, night scenarios > (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 > and world extent, so stencil is not expensive > > ...actually describes your average StarTopia scene moderately well :-) > http://www.eelpi.gotdns.org/startopia/startopia_pictures.html > > (yes, I will get the demo version done soon, I promise!) > > > > The army-with-lots-of-short-range-torches example is an > 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 > my scheme will > just reduce to essentially a cube map per light. Actually, it > gets slightly > better - if there's nothing above the torch in range of it > (likely), then > that face never gets created, and also the face view angles > can be opened up > to about 120 degrees and still remain efficient - this > typically means you > lose another face and only need four frustums per light > rather a cube-map's > six. > > > Here's some really really rough back-of-the-envelope figures > to compare the > two. Warning - lots of assumptions ahead! > > Assume the shadowbuffers are the type that only write to a Z/stencil > surface, not a colour buffer as well. Remember that my scheme > allocates > shadowbuffer texels so that you get 1 texel per screen pixel > for the area it > covers, if you turn the detail to "max", i.e. pixel-perfect. > > Let's also assume that each light's radius sphere covers 10k pixels (a > 100x100 pixel area - not unreasonable). Also approximate the > shadowbuffer > coverage - in practice many pixels in that area won't have > receivers, and > many others will have multiple receivers. Let's call it even > for the sake of > argument. Also assume that in any rendering pass, all the > pixels get tested, > and half get rejected because of overdraw (an entire scene > will have more > overdraw, but my experience is that shadowbuffer/volume > shadows, because of > their limited range, get lower overdraw, and 2x is reasonable). > > Shadowbuffers: > > Per light, rendering shadowbuffers: 10,000 Z tests + 5,000 Z > writes =3D 15k > reads/writes. > > Per light, rendering actual scene: 10,000 shadowbuffer reads. > > Total =3D 25k reads/writes. > > > Volume shadows: > > Per light, rendering volumes (remembering that volumes have > two sides!): > 2*10,000 Z tests + 2*5,000 Z writes =3D 30k reads/writes. > > Per light, rendering actual scene: the stencil tests come > free with the Z > reads. No extra cost. > > Total =3D 30k reads/writes. > > > So in terms of fillrate, it's pretty close - shadowbuffering > slightly ahead, > but I made a lot of assumptions. But shadowbuffering has some > big aces up > its sleeve: > > The first is that I said the quality slider was on "best" - > one texel per > screen pixel. But you can turn that down - you can easily > 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. > > The second is that you can render a single receiver with multiple > shadowbuffers in one pass - because you're just sampling a > texture and doing > a comparison. So you can do more than one of these per > shader. Let's say you > can do two - that's totally realistic for PS2.0 hardware. So > you've now > halved the number of passes you do when rendering the scene > (I didn't list > those reads/writes in the above). This can't be done with > 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! > > > Also, the process of extruding volume shadows is far more > expensive than the > equivalent shadowbuffer thing, which is just rendering the > object from a > different POV. I believe most people using VS-driven > extrusion find that > they are frequently limited by triangle throughput rather > than fillrate. And > people using CPU-driven extrusion wish they were doing > VS-driven extrusion > :-) > > > > TomF. > > > > > -----Original Message----- > From: gda...@li... > [mailto:gda...@li...] On > Behalf Of Megan Fox > Sent: 08 September 2005 13:07 > To: gda...@li... > Subject: Re: [Algorithms] Current state of shadow maps? > > > 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? > > With shadow buffers (using Tom's method), you'd end up: > > - 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 > > With stencil, you'd end up: > > - Casting your extrusions back for every light/occluder pair. You > can't really merge (I don't think?), so that's "it." > > > Especially after using Tom's handy-dandy frustum > > 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. > > > 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)? > > > Stencil volumes win the indoor/urban, night scenarios > > (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 and > > world extent, so stencil is not expensive > > However shadowbuffers have other qualities that make them > > attractive (image based, soft edges), so it would be > desireable to use them for all purposes. It's just a pity > that they are so unfeasible for omni lights (I imagine an > army with torches here ...). > > > ------------------------------------------------------- > SF.Net email is Sponsored by the Better Software Conference & EXPO > September 19-22, 2005 * San Francisco, CA * Development > Lifecycle Practices > Agile & Plan-Driven Development * Managing Projects & Teams * > Testing & QA > Security * Process Improvement & Measurement * > http://www.sqe.com/bsce5sf > > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_ida88 > > > > ------------------------------------------------------- > SF.Net email is Sponsored by the Better Software Conference & EXPO > September 19-22, 2005 * San Francisco, CA * Development > Lifecycle Practices > Agile & Plan-Driven Development * Managing Projects & Teams * > Testing & QA > Security * Process Improvement & Measurement * > http://www.sqe.com/bsce5sf > > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_ida88 > > > ------------------------------------------------------- > SF.Net email is Sponsored by the Better Software Conference & EXPO > September 19-22, 2005 * San Francisco, CA * Development > Lifecycle Practices > Agile & Plan-Driven Development * Managing Projects & Teams * > Testing & QA > Security * Process Improvement & Measurement * > http://www.sqe.com/bsce5sf > > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_ida88 > > > > > > ------------------------------------------------------- > This SF.Net email is sponsored by: > Power Architecture Resource Center: Free content, downloads, discussions, > and more. http://solutions.newsforge.com/ibmarch.tmpl > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_ida88 > > > > > ------------------------------------------------------- > This SF.Net email is sponsored by: > Power Architecture Resource Center: Free content, downloads, discussions, > and more. http://solutions.newsforge.com/ibmarch.tmpl > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_ida88 > -- -Megan Fox Lead Developer, Elium Project http://www.elium.tk |