ACM Home Page
Please provide us with feedback. Feedback
Practical logarithmic rasterization for low-error shadow maps
Full text Publisher SitePublisher Site
Source
SIGGRAPH/EUROGRAPHICS Conference On Graphics Hardware archive
Proceedings of the 22nd ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware table of contents
San Diego, California
SESSION: Rasterization and rendering table of contents
Pages: 17 - 24  
Year of Publication: 2007
ISBN:978-1-59593-625-7
Authors
D. Brandon Lloyd  University of North Carolina at Chapel Hill
Naga K. Govindaraju  Microsoft Corporation
Steven E. Molnar  NVIDIA Corporation
Dinesh Manocha  University of North Carolina at Chapel Hill
Sponsors
Eurographics: Eurographics
SIGGRAPH: ACM Special Interest Group on Computer Graphics and Interactive Techniques
Publisher
Eurographics Association  Aire-la-Ville, Switzerland, Switzerland
Bibliometrics
Downloads (6 Weeks): n/a,   Downloads (12 Months): n/a,   Citation Count: 3
Additional Information:

abstract   references   cited by   index terms   collaborative colleagues  

Tools and Actions: Review this Article  

ABSTRACT

Logarithmic shadow maps can deliver the same quality as competing shadow map algorithms with substantially less storage and bandwidth. We show how current GPU architectures can be modified incrementally to support rendering of logarithmic shadow maps at current GPU fill rates. Specifically, we modify the rasterizer to support rendering to a nonuniform grid with the same watertight rasterization properties as current rasterizers. We also describe a depth compression scheme to handle the nonlinear primitives produced by logarithmic rasterization. Our proposed architecture enhancements align with current trends of decreasing cost for on-chip computation relative to off-chip bandwidth and storage. For a modest increase in computation, logarithmic rasterization can greatly reduce shadow map bandwidth and storage costs.


REFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

 
1
{AL04} Aila T., Laine S.: Alias-free shadow maps. In Proceedings of Eurographics Symposium on Rendering 2004 (2004), Eurographics Association, pp. 161--166.
 
2
3
 
4
{DMFW02} Deroo J., Morein S., Favela B., Wright M.: Method and apparatus for compressing parameter values for pixels in a display frame. US Patent 6,476,811 (2002).
 
5
{Eng07} Engel W.: Cascaded shadow maps. In ShaderX5, Engel W., (Ed.). Charles River Media, 2007, pp. 197--206.
6
7
8
9
 
10
{JMB04} Johnson G., Mark W., Burns C.: The irregular z-buffer and its application to shadow mapping. In The University of Texas at Austin, Department of Computer Sciences. Technical Report TR-04-09 (2004).
 
11
{Koz04} Kozlov S.: Perspective shadow maps: Care and feeding. In GPU Gems, Fernando R., (Ed.). Addison-Wesley, 2004, pp. 214--244.
 
12
{LGQ*07} Lloyd D. B., Govindaraju N. K., Quammen C., Molnar S., Manocha D.: Logarithmic perspective shadow maps. Tech. Rep. TR07-005, University of North Carolina at Chapel Hill, 2007. (available at http://gamma.cs.unc.edu/logpsm).
13
 
14
{LTYM06} Lloyd B., Tuft D., Yoon S., Manocha D.: Warping and partitioning for low error shadow maps. In Proceedings of the Eurographics Symposium on Rendering 2006 (2006), Eurographics Association, pp. 215--226.
15
 
16
{MT04} Martin T., Tan T.-S.: Anti-aliasing and continuity with trapezoidal shadow maps. In Proceedings of the Eurographics Symposium on Rendering (2004), Eurographics Association, pp. 153--160.
17
 
18
{NVI04} Nvidia Corp.: UltraShadowII: Accelerated shadow calculations. Technical Brief (2004).
 
19
{NVI06} NVIDIA Corp.: NVIDIA GeForce 8800 GPU architecture overview. Technical Brief (2006).
20
 
21
{OPS*05} Ornstein D., Peled G., Sperber Z., Cohen E., Malka G.: Z-compression mechanism. US Patent 6,580,427 (2005).
22
 
23
{SA06} Segal M., Akeley K.: The OpenGL graphics system: A specification. http://www.opengl.org/(2006).
24
 
25
{Sho03} Shoemaker B.: John Carmack speaks on doom 3. GameSpot, http://www.gamespot.com/pc/action/doom3/news.html?sid=6027989 (2003).
 
26
 
27
{VM05} Van Dyke J., Margeson J.: Method and apparatus for managing and accessing depth data in a computer graphics system. US Patent 6,961,057 (2005).
28
 
29
{WSP04} Wimmer M., Scherzer D., Purgathofer W.: Light space perspective shadow maps. In Proceedings of the Eurographics Symposium on Rendering (2004), Eurographics Association, pp. 143--152.
30
31


Collaborative Colleagues:
D. Brandon Lloyd: colleagues
Naga K. Govindaraju: colleagues
Steven E. Molnar: colleagues
Dinesh Manocha: colleagues