T. Annen, Z. Dong, T. Mertens, P. Bekaert, H.-P. Seidel, and J. Kautz Real-Time, All-Frequency Shadows in Dynamic Scenes
ACM Transactions on Graphics (Proceedings SIGGRAPH 2008)
Abstract:
Shadow computation in dynamic scenes under complex illumination is a challenging problem. Methods based on precomputation provide accurate,
real-time solutions, but are hard to extend to dynamic scenes. Specialized approaches for soft shadows can deal with dynamic objects but are
not fast enough to handle more than one light source. In this paper, we present a technique for rendering dynamic objects under arbitrary
environment illumination, which does not require any precomputation. The key ingredient is a fast, approximate technique for computing soft
shadows, which achieves several hundred frames per second for a single light source. This allows for approximating environment illumination
with a sparse collection of area light sources and yields real-time frame rates.
BibTex:
@article{annen-siggraph2008,
author = {Annen, Thomas and Dong, Zhao and Mertens, Tom and Bekaert,
Philippe and Seidel, Hans-Peter and Kautz, Jan},
title = {Real-Time, All-Frequency Shadows in Dynamic Scenes},
journal = {ACM Trans. Graph.},
volume = {27},
number = {3},
year = {2008},
issn = {0730-0301},
pages = {1--8},
doi = {http://doi.acm.org/10.1145/1360612.1360633},
publisher = {ACM},
address = {New York, NY, USA},
}
T. Annen, T. Mertens, H.-P. Seidel, E. Flerackers, and J. Kautz Exponential Shadow Maps
Proceedings of Graphics Interface, May 2008
Rendering high-quality shadows in real-time is a challenging problem. Shadow mapping has proved to be an efficient solution, as it
scales well for complex scenes. However, it suffers from aliasing problems. Filtering the shadow map alleviates aliasing, but unfortunately,
native hardware-accelerated filtering cannot be applied, as the shadow test has to take place beforehand.
We introduce a simple approach to shadow map filtering, by approximating the shadow test using an exponential function. This
enables us to pre-filter the shadow map, which in turn allows for high quality hardware-accelerated filtering. Compared to previous
filtering techniques, our technique is faster, consumes less memory and produces less artifacts.
BibTex:
@inproceedings{annen-gi2008-esm,
author = {Annen, Thomas and Mertens, Tom and Seidel, Hans-Peter
and Flerackers, Eddy and Kautz, Jan},
title = {Exponential Shadow Maps},
booktitle = {GI '08: Proceedings of graphics interface 2008},
year = {2008},
isbn = {978-1-56881-423-0},
pages = {155--161},
location = {Windsor, Ontario, Canada},
publisher = {Canadian Information Processing Society},
address = {Toronto, Ont., Canada},
}
T. Annen, H. Theisel, C. Rössl, G. Ziegler, and H.-P. Seidel Vector Field Contours
Proceedings of Graphics Interface, May 2008
We describe an approach to define contours of 3D vector fields and employ them as an interactive flow visualization tool. Although
contours are well-defined and commonly used for surfaces and 3D scalar fields, they have no straightforward extension in vector fields.
Our approach is to extract and visualize specific stream lines which show the most similar behavior to contours on surfaces. This way,
the vector field contours are a particular set of isolated stream line segments that depend on the view direction and few additional parameters.
We present an analysis of the usefulness of vector field contours by demonstrating their application to linear vector fields.
In order to achieve interactive visualization, we develop an efficient GPU-based implementation for real-time extraction and rendering
of vector field contours. We show the potential of our approach by applying it to a number of example data sets.
BibTex:
@inproceedings{annen-gi2008-vfc,
author = {Annen, T. and Theisel, H. and R\"{o}ssl, C. and
Ziegler, G. and Seidel, H.-P.},
title = {Vector Field Contours},
booktitle = {GI '08: Proceedings of graphics interface 2008},
year = {2008},
isbn = {978-1-56881-423-0},
pages = {97--105},
location = {Windsor, Ontario, Canada},
publisher = {Canadian Information Processing Society},
address = {Toronto, Ont., Canada},
}
T. Annen, T. Mertens, P. Bekaert, H.-P. Seidel, and J. Kautz Convolution Shadow Maps
Rendering Techniques 2007: Eurographics Symposium on Rendering, June 2007
We present Convolution Shadow Maps, a novel shadow representation that affords efficient arbitrary linear filtering
of shadows. Traditional shadow mapping is inherently non-linear w.r.t. the stored depth values, due to the
binary shadow test. We linearize the problem by approximating shadow test as a weighted summation of basis
terms. We demonstrate the usefulness of this representation, and show that hardware-accelerated anti-aliasing
techniques, such as tri-linear filtering, can be applied naturally to Convolution Shadow Maps. Our approach can
be implemented very efficiently in current generation graphics hardware, and offers real-time frame rates.
BibTex:
@inproceedings{annen-egsr2007,
author = {Thomas Annen and Tom Mertens and Philippe Bekaert
and Hans-Peter Seidel and Jan Kautz},
title = {Convolution Shadow Maps},
booktitle = {Rendering Techniques 2007: Eurographics Symposium on Rendering},
year = {2007},
isbn = {978-3-905673-52-4},
pages = {51--60},
publisher = {Eurographics},
address = {Grenoble, France},
}
T. Annen, W. Matusik, M. Zwicker, H. Pfister, and H.-P. Seidel Distributed Rendering for Multiview Parallax Displays
Stereoscopic Displays and Applications XVII, January 2006
3D display technology holds great promise for the future of television, virtual reality, entertainment, and visualization.
Multiview parallax displays deliver stereoscopic views without glasses to arbitrary positions within the
viewing zone. These systems must include a high-performance and scalable 3D rendering subsystem in order
to generate multiple views at real-time frame rates. This paper describes a distributed rendering system for
large-scale multiview parallax displays built with a network of PCs, commodity graphics accelerators, multiple
projectors, and multiview screens. The main challenge is to render various perspective views of the scene and
assign rendering tasks effectively. In this paper we investigate two different approaches: Optical multiplexing for
lenticular screens and software multiplexing for parallax-barrier displays. We describe the construction of largescale
multi-projector 3D display systems using lenticular and parallax-barrier technology. We have developed
different distributed rendering algorithms using the Chromium stream-processing framework and evaluate the
trade-offs and performance bottlenecks. Our results show that Chromium is well suited for interactive rendering
on multiview parallax displays.
BibTex:
@inproceedings{annen-ei2006,
author = {Annen, Thomas and Matusik, Wojciech and Zwicker, Matthias
and Pfister, Hanspeter and Seidel, Hans-Peter},
title = {Distributed Rendering for Multiview Parallax Displays},
booktitle = {Proceedings of Stereoscopic Displays and
Virtual Reality Systems XIII},
year = {2006},
pages = {231--240},
location = {San Jose, USA},
publisher = {SPIE Press},
address = {San Jose, USA},
}
K. Dmitriev, T. Annen, G. Krawczyk, K. Myszkowski, and H.-P. Seidel A CAVE System for Interactive Modeling of Global Illumination in Car Interior
ACM Symposium on Virtual Reality Software and Technology, 2004
Global illumination dramatically improves realistic appearance of rendered scenes, but usually it is neglected in VR systems due to its high costs. In this work we present an
efficient global illumination solution specifically tailored for those CAVE applications, which require an immediate response for dynamic light changes and allow for free motion
of the observer, but involve scenes with static geometry. As an application example we choose the car interior modeling under free driving conditions. We illuminate the car using
dynamically changing High Dynamic Range (HDR) environment maps and use the Precomputed Radiance Transfer (PRT) method for the global illumination computation. We leverage the PRT
method to handle scenes with non-trivial topology represented by complex meshes. Also, we propose a hybrid of PRT and final gathering approach for high-quality rendering of objects
with complex Bi-directional Reflectance Distribution Function (BRDF). We use this method for predictive rendering of the navigation LCD panel based on its measured BRDF. Since the
global illumination computation leads to HDR images we propose a tone mapping algorithm tailored specifically for the CAVE. We employ head tracking to identify the observed screen
region and derive for it proper luminance adaptation conditions, which are then used for tone mapping on all walls in the CAVE. We distribute our global illumination and tone
mapping computation on all CPUs and GPUs available in the CAVE, which enables us to achieve interactive performance even for the costly final gathering approach.
BibTex:
@inproceedings{dmitriev-vrst2004,
author = {Dmitriev, Kirill and Annen, Thomas and Krawczyk, Grzegorz and
Myszkowski, Karol and Seidel, Hans-Peter},
title = {A CAVE system for interactive modeling of global
illumination in car interior},
booktitle = {VRST '04: Proceedings of the ACM symposium on Virtual
reality software and technology},
year = {2004},
isbn = {1-58113-907-1},
pages = {137--145},
location = {Hong Kong},
doi = {http://doi.acm.org/10.1145/1077534.1077560},
publisher = {ACM},
address = {New York, NY, USA},
}
T. Annen, J. Kautz, F. Durand, and H.-P. Seidel Spherical Harmonic Gradients for Mid-Range Illumination
Rendering Techniques 2004: Eurographics Symposium on Rendering
Spherical harmonics are often used for compact description of incident radiance in low-frequency but distant lighting environments. For interaction with nearby emitters,
computing the incident radiance at the center of an object only is not sufficient. Previous techniques then require expensive sampling of the incident radiance field at
many points distributed over the object. Our technique alleviates this costly requirement using a first-order Taylor expansion of the spherical-harmonic lighting coefficients
around a point. We propose an interpolation scheme based on these gradients requiring far fewer samples (one is often sufficient). We show that the gradient of the
incident-radiance spherical harmonics can be computed for little additional cost compared to the coefficients alone. We introduce a semi-analytical formula to calculate this
gradient at run-time and describe how a simple vertex shader can interpolate the shading. The interpolated representation of the incident radiance can be used with any
low-frequency light-transfer technique.
BibTex:
@inproceedings{annen-egsr2007,
author = {Annen, Thomas and Kautz, Jan and Durand, Frédo and
Seidel, Hans-Peter},
title = {Spherical Harmonic Gradients for Mid-Range Illumination},
booktitle = {Rendering Techniques 2004: Eurographics Symposium on Rendering},
year = {2004},
isbn = {3-905673-12-6},
pages = {331--336},
publisher = {Eurographics},
address = {Norrk{\"o}ping, Sweden},
}
F. Drago, K. Myszkowski, T. Annen, and N. Chiba Adaptive Logarithmic Mapping For Displaying High Contrast Scenes
Proceedings of Eurographics 2003
We propose a fast, high quality tone mapping technique to display high contrast images on devices with limited dynamic range of luminance values. The method is based on
logarithmic compression of luminance values, imitating the human response to light. A bias power function is introduced to adaptively vary logarithmic bases, resulting
in good preservation of details and contrast. To improve contrast in dark areas, changes to the gamma correction procedure are proposed. Our adaptive logarithmic mapping
technique is capable of producing perceptually tuned images with high dynamic content and works at interactive speed. We demonstrate a successful application of our tone
mapping technique with a high dynamic range video player enabling to adjust optimal viewing conditions for any kind of display while taking into account user preference
concerning brightness, contrast compression, and detail reproduction.
BibTex:
@inproceedings{drago-eg2003,
author = {Drago, Frederic and Myszkowski, Karol and
Annen, Thomas and Chiba, Norishige},
editor = {Brunet, Pere and Fellner, Dieter W.},
title = {Adaptive Logarithmic Mapping For Displaying High Contrast Scenes},
booktitle = {Proc. of EUROGRAPHICS 2003},
publisher = {Blackwell},
year = {2003},
number = {3},
volume = {22},
pages = {419--426},
series = {Computer Graphics Forum},
address = {Granada, Spain},
}
S. Brabec, T. Annen, and H.-P. Seidel Practical Shadow Mapping
Journal of Graphics Tools, Vol. 7, Number 4, 2003
(also chosen to be published in: The jgt Editors Choice, August 2005)
In this paper we propose several methods that can greatly improve image quality when using the shadow mapping algorithm. Shadow artifacts introduced by shadow mapping
are mainly due to low resolution shadow maps and/or the limited numerical precision used when performing the shadow test. These problems especially arise when the light
source’s viewing frustum, from which the shadow map is generated, is not adjusted to the actual camera view. We show how a tight fitting frustum can be computed such that
the shadow mapping algorithm concentrates on the visible parts of the scene and takes advantage of nearly the full available precision. Furthermore, we recommend uniformly
spaced depth values in contrast to perspectively spaced depths in order to equally sample the scene seen from the light source.
BibTex:
@article{brabec-jgt2003,
author = {Stefan Brabec and Thomas Annen and Hans-Peter Seidel},
title = {Practical Shadow Mapping},
journal = {Journal of Graphics, GPU, and Game Tools},
volume = {7},
number = {4},
pages = {9-18},
year = {2002},
}
S. Brabec, T. Annen, and H.-P. Seidel Shadow Mapping for Hemispherical and Omnidirectional Light Sources
Advances in Modelling, Animation and Rendering, Proceedings CGI 2002
In this paper we present a shadow mapping technique for hemispherical and omnidirectional light sources using dual-paraboloid mapping. In contrast to the traditional
perspective projection this parameterization has the benefit that only a minimal number of rendering passes is needed during generation of the shadow maps, making the
method suitable for dynamic environments and real time applications. By utilizing programmable features available on state-of-the-art graphics cards we show how the
algorithm can be efficiently mapped to hardware.
BibTex:
@inproceedings{Brabec2002:HemiOmni,
author = {Brabec, Stefan and Annen, Thomas and Seidel, Hans-Peter},
editor = {Vince, John and Earnshaw, Rae},
title = {Shadow Mapping for Hemispherical and Omnidirectional Light Sources},
booktitle = {Advances in Modelling, Animation and Rendering (Proceedings
Computer Graphics International 2002)},
publisher = {Springer},
year = {2002},
pages = {397--408},
address = {Bradford, UK},
isbn = {1-85233-654-4},
}