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Non-linearly quantized moment shadow maps

Published: 28 July 2017 Publication History

Abstract

Moment shadow maps enable direct filtering to accomplish proper antialiasing of dynamic hard shadows. For each texel, the moment shadow map stores four powers of the depth in either 64 or 128 bits. After filtering, this information enables a heuristic reconstruction. However, the rounding errors introduced at 64 bits per texel necessitate a bias that strengthens light leaking artifacts noticeably. In this paper, we propose a non-linear transform which maps the four moments to four quantities describing the depth distribution more directly. These quantities can then be quantized to a total of 32 or 64 bits. At 64 bits, the results are virtually indistinguishable from moment shadow mapping at 128 bits per texel. Even at 32 bits, there is hardly any additional light leaking but banding artifacts may occur. At the same time, the computational overhead for the reconstruction is reduced. As a prerequisite for the use of these quantization schemes, we propose a compute shader that applies a resolve for a multisampled shadow map and a 92 two-pass Gaussian filter in shared memory. The quantized moments are written back to device memory only once at the very end. This approach makes our technique roughly as fast as variance shadow mapping with 32 bits per texel. Since hardware-accelerated bilinear filtering is incompatible with non-linear quantization, we employ blue noise dithering as inexpensive alternative to manual bilinear filtering.

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References

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Cited By

View all
  • (2022)Wavelet-Based Order Independent TransparencyJournal of Computer-Aided Design & Computer Graphics10.3724/SP.J.1089.2022.1918634:05(760-767)Online publication date: 2-Dec-2022
  • (2018)Moment transparencyProceedings of the Conference on High-Performance Graphics10.1145/3231578.3231585(1-4)Online publication date: 10-Aug-2018
  • (2018)Moment-Based Order-Independent TransparencyProceedings of the ACM on Computer Graphics and Interactive Techniques10.1145/32032061:1(1-20)Online publication date: 25-Jul-2018
  • Show More Cited By

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Published In

cover image ACM Conferences
HPG '17: Proceedings of High Performance Graphics
July 2017
180 pages
ISBN:9781450351010
DOI:10.1145/3105762
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

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Publication History

Published: 28 July 2017

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Author Tags

  1. 32-bit quantization
  2. compute shader
  3. fast gaussian blur
  4. moment shadow mapping
  5. non-linear quantization
  6. on-chip filtering
  7. real-time rendering
  8. shadows

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  • Research-article

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HPG '17
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HPG '17: High-Performance Graphics
July 28 - 30, 2017
California, Los Angeles

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Overall Acceptance Rate 15 of 44 submissions, 34%

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Cited By

View all
  • (2022)Wavelet-Based Order Independent TransparencyJournal of Computer-Aided Design & Computer Graphics10.3724/SP.J.1089.2022.1918634:05(760-767)Online publication date: 2-Dec-2022
  • (2018)Moment transparencyProceedings of the Conference on High-Performance Graphics10.1145/3231578.3231585(1-4)Online publication date: 10-Aug-2018
  • (2018)Moment-Based Order-Independent TransparencyProceedings of the ACM on Computer Graphics and Interactive Techniques10.1145/32032061:1(1-20)Online publication date: 25-Jul-2018
  • (2018)Improved anti-aliasing for Euclidean distance transform shadow mappingComputers & Graphics10.1016/j.cag.2017.11.00671(166-179)Online publication date: Apr-2018

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