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Shadow Volumes on Programmable Graphics Hardware Stefan Brabec Hans-Peter Seidel MPI Informatik
Overview ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Shadow Volumes ,[object Object],[object Object],[object Object],[object Object],[object Object]
Shadow Volumes ,[object Object],[object Object],[object Object],occluder light shadow region lit
Shadow Volume Generation ,[object Object],[object Object],[object Object],[object Object],[object Object]
Shadow Volume Generation ,[object Object],Light Light FF BF FF FF Silhouette Edge (v0,v1) ! No Silhouette Edge ! n 1 n 2 n 1 n 2
Shadow Volume Rendering ,[object Object],[object Object]
Shadow Volume Rendering ,[object Object],[object Object],[object Object],[object Object],[object Object],silhouette detection   Focus of this talk:
Motivation ,[object Object]
Motivation ,[object Object]
Our method ,[object Object],[object Object],[object Object],[object Object],[object Object]
Input Data ,[object Object],[object Object],[object Object],Example: This is  not  a closed mesh, but since we are only focusing on one edge of this mesh its ok.
Coordinate Transformation ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Transform to world/eye space ,[object Object],[object Object],[object Object],[object Object],P 0 P 1 P 2 P 3 P 4 position texture P 0 P 1 P 2 P 3 P 4 P N
Transform to world/eye space ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],!!ARBvp1.0 ATTRIB  iVertexPos  = vertex.position; ATTRIB  iVertexIdx  = vertex.texcoord[0]; PARAM   mv[4]  = { state.matrix.modelview }; OUTPUT  oPos  = result.position; OUTPUT  oDumpPos  = result.texcoord[0]; # Transform the vertex to eye coordinates .   DP4   oDumpPos.x, mv[0], iVertexPos; DP4   oDumpPos.y, mv[1], iVertexPos; DP4   oDumpPos.z, mv[2], iVertexPos; DP4   oDumpPos.w, mv[3], iVertexPos; # Vertex position is its index (x,y,0,1) MOV   oPos, iVertexIdx; END
Transform to world/eye space ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Process edges ,[object Object],[object Object],[object Object],[object Object],[object Object]
Process edges ,[object Object],[object Object],[object Object],E 0_idx P 0_idx P 1_idx P 3_idx P 4_idx glBegin(GL_POINTS) ; glAttrib(P0_idx, P3_idx,  P1_idx, P4_idx); glVertex1f(E0_idx); glEnd();
Process Edges ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Process edges ,[object Object],E 0_idx P 0_idx P 1_idx P 3_idx P 4_idx input data 4 texture lookups for  world space positions P 0 P 1 P 3 P 4 registers P 3 P 0 P 1 P 4 N 1  = (P 3 –P 0 )x(P 1 –P 0 ) N 2  = (P 4 –P 0 )x(P 3 –P 0 ) front & back  facing ? position texture P 0 P 1 P 2 P 3 P 4 Light Store silhouette flag (yes/no) at edge index E 0 E 1 E 2 E 3 E 4 E M edge texture
Silhouette Detection ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Rendering Shadow Volumes ,[object Object],for all lights  { for all edges  { if (is silhouette edge for light i) { get edge’s vertices  render extruded quad  } } }
Rendering shadow volumes ,[object Object],[object Object],[object Object],[object Object],position texture P 0 P 1 P 2 P 3 P 4 P N E 0 E 1 E 2 E 3 E 4 E M edge texture glBegin(GL_QUADS) ; glVertex(P0_idx, E0_idx, 0); glVertex(P1_idx, E0_idx, 0); glVertex(P1_idx, E0_idx, 1); glVertex(P0_idx, E0_idx, 1); P =  Lookup (p_idx) mask =  Lookup (e_idx) if (mask & silhouette) { if (extrude)  // 0 or 1 flag out = P – Light_pos else out = P }  else  { out = (0,0,0,1)  // outside view   }
Rendering shadow volumes ,[object Object],[object Object],E 0 =  silhouette quad texture E` 0 =  silhouette &    extrude P 0 L P 3 P 0- L P 3- L Q 0 Q 1 Q 2 Q 3 Q 0  = (P 0x ,P 0y ,P 0z , E 0 ) Q 1  = (P 3x ,P 3y ,P 3z , E 0 ) Q 2  = (P 3x ,P 3y ,P 3z , E` 0 ) Q 3  = (P 0x ,P 0y ,P 0z , E` 0 )
Rendering Shadow Volumes ,[object Object],[object Object],[object Object],[object Object],[object Object],Light0: Silhouette Light0: Extrude  Light1: Silhouette Light1: Extrude
Rendering Shadow Volumes ,[object Object],Vertex Array: glBegin(GL_QUADS) ; glArrayElement(0); glArrayElement(1); glArrayElement(2); glArrayElement(3); P_xyz = IN_xyz; E = IN_w; if(E & silhouette) { if(E & extrude) out = P-L; else out = P; } else { out = somewhere outside view } Q 0 Q 1 Q 2 Q 3
Rendering Shadow Volumes ,[object Object],[object Object],[object Object],[object Object],[object Object]
ARB_superbuffers ,[object Object],[object Object],[object Object],[object Object],[object Object],glVertexArrayMem ( GL_VERTEX_ARRAY,    4,  mem, 0); memory block glAttachMem ( GL_DRAW_FRAMEBUFFER,  GL_AUX0, mem); glAttachMem ( GL_TEXTURE_2D,    GL_IMAGES, mem); glAllocMem2D (fmt, w, h, …)
ARB_superbuffers ,[object Object],[object Object],[object Object],[object Object],[object Object]
Summary ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Summary ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Summary ,[object Object],[object Object],[object Object],[object Object],[object Object]
Results
Conclusions ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Future Work ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Thank you !

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Shadow Volumes on Programmable Graphics Hardware

  • 1. Shadow Volumes on Programmable Graphics Hardware Stefan Brabec Hans-Peter Seidel MPI Informatik
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