RE: [Algorithms] Current state of shadow maps?
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From: Tom F. <tom...@ee...> - 2005-10-05 11:23:51
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Well, you'd probably do in a shader & read multiple SBs instead. Then I guess you take the minimum of all the lighting results (i.e. so if any = of the SBs say it's in shadow, it is). Hmmm... that should work. I seem to recall a paper by some ATI chaps doing something like this. I've got a nagging feeling there's a problem with this, but I can't = remember what it is at the moment :-( TomF. > -----Original Message----- > From: gda...@li...=20 > [mailto:gda...@li...] On=20 > Behalf Of Rowan Wyborn > Sent: 05 October 2005 02:49 > To: gda...@li... > Subject: RE: [Algorithms] Current state of shadow maps? >=20 >=20 > Okay so the issue with any "sub divided" frustums algorithm=20 > is handling multiple shadow frustums from a light source that=20 > hit a single piece of geometry (why large pieces of geometry=20 > need to be broken up for Tom Fs algorithm). >=20 > So my thinking is, why not just accumulate the result of=20 > multiple overlapping frustums in dest alpha, and then=20 > modulate lighting by dest alpha in a separate lighting pass? >=20 > Solves all those nasty border issues, and I don't think it=20 > would be noticeably slower (if you are doing nice PCF=20 > filtering you are going to be shader instruction limited anyways). >=20 > This provides some opportunities for real sneaky frustum=20 > subdivision when handling a given light source. You could=20 > just choose arbitrary frustums to maximise the buffer=20 > resolution towards the viewpoint without worrying about how=20 > they overlapped scene geometry. Would be a kind of pseudo PSM=20 > algorithm, without any of the nightmare projection issues :) >=20 > rowan >=20 > > -----Original Message----- > > From: Tom Forsyth [mailto:tom...@ee...] > > Sent: Wednesday, 5 October 2005 3:18 PM > > To: gda...@li... > > Subject: RE: [Algorithms] Current state of shadow maps? > >=20 > > It's a variant - concentrating texels where they're needed=20 > most. But it > > still requires cube-map hardware. And if you require that,=20 > then life is > > simple. > >=20 > > TomF. > >=20 > > > -----Original Message----- > > > From: gda...@li... > > > [mailto:gda...@li...] On > > > Behalf Of Megan Fox > > > Sent: 04 October 2005 12:19 > > > To: gda...@li... > > > Subject: Re: [Algorithms] Current state of shadow maps? > > > > > > > > > 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 objects > > > > with user clip planes. Another is to simply decimate them > > > into smaller and > > > > smaller chunks of triangles as needed (rather expensive, > > > but it should only > > > > happen to a few objects - hopefully!). Another is to=20 > 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 makes > > > > it not work for me... "The only places that do not > > > currently work well are > > > > 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 hybrid > > > > 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. 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=20 > 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 > > > > > > > > > > > > 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 > > > > > > > > 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=20 > 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=20 > 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=20 > 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=20 > 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=20 > 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 -=20 > mind, both would > > > > probably keel over and die in a slurry of render passes=20 > (and in both > > > > cases, you'd probably enable your "oh god we're in trouble start > > > > merging nearby lights into single lights" optimization=20 > code), but it > > > > seems like neither does terribly well. > > > > > > > > > > > > I'd thought the "big" win scenario for stencil over=20 > buffers was more > > > > scenes with few occluders and many recievers (that is,=20 > 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=20 > 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=20 > 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=20 > 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 > > > > > > > > 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