siggraph asia 2011 preview seminar shading and shadows

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SIGGRAPH ASIA 2011 Preview seminar Shading and Shadows

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SIGGRAPH ASIA 2011 Preview seminar Shading and Shadows. Shading and Shadows. Image-space Bidirectional Scene Reprojection A Shading Reuse Method for Efficient Micropolygon Ray Tracing Genetic Programming for Shader Simplification - PowerPoint PPT Presentation

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Page 1: SIGGRAPH ASIA 2011 Preview seminar Shading and Shadows

SIGGRAPH ASIA 2011 Preview seminar

Shading and Shadows

Page 2: SIGGRAPH ASIA 2011 Preview seminar Shading and Shadows

Shading and Shadows

1. Image-space Bidirectional Scene Reprojection2. A Shading Reuse Method for Efficient

Micropolygon Ray Tracing3. Genetic Programming for Shader

Simplification4. An Efficient Alias-free Shadow Algorithm for

Opaque and Transparent Objects using per-triangle Shadow Volumes

Page 3: SIGGRAPH ASIA 2011 Preview seminar Shading and Shadows

Image-space Bidirectional Scene Reprojection

  Real-time temporal upsampling through image-based reprojection of adjacent frames

L. Yang, Y-C. Tse, P. Sander, J. Lawrence, D. Nehab, H. Hoppe, C. Wilkins

Rendered frame t Rendered frame t+1Interpolated frame t+α

Flow fieldFlow field

Page 4: SIGGRAPH ASIA 2011 Preview seminar Shading and Shadows

1

Image-space Bidirectional Scene Reprojection

Scene-assisted interpolation Image-based interpolation

Renderedt

Renderedt+1

Rasterizedt+α

Renderedt

Renderedt+1

Interpolated t+α

Reverse reprojection at each pixel

Displacement

Scene flow estimation at each pixel

Interpolated t+α

No geometryinfomation

t+α

Page 5: SIGGRAPH ASIA 2011 Preview seminar Shading and Shadows

Image-space Bidirectional Scene Reprojection

• Scene flow estimation

• Partial computation of I-frames

Event!Time lag...

Page 6: SIGGRAPH ASIA 2011 Preview seminar Shading and Shadows

Image-space Bidirectional Scene Reprojection

• Additional search initialization– Increasing accuracy– Dual initialization, Latest-frame initialization

• User study : simple game– To analyze effect on user and experience of the

tradeoff between the higher framerates and increased latency

Question- Enjoyed the game?- Game was responsive?- Animation was smooth?

Simple game

Page 7: SIGGRAPH ASIA 2011 Preview seminar Shading and Shadows

Genetic Programming for Shader Simplification

• GP for optimizing shader code– Mutation operation– Error metrics– Performance measure

• Advantage– Possibly better than manual

optimization

P. Sitthi-amorn, N. Modly, W. Weimer, J. Lawrence

Original shader

Simplified shader

Page 8: SIGGRAPH ASIA 2011 Preview seminar Shading and Shadows

Genetic Programming for Shader Simplification

1. Population initialization– Mutating original shader

2. Fitness evaluation– Timing and quality

3. Ranking and Diversity– Retain low-ranked variants

4. Mating selection– Tournament selection

5. Crossover and Mutation6. Selection for next iteration

– same as Ranking and Diversity

+a sin

b c*

+asin

b c*

mutation

1st 2nd 3rd

5th4th 6th

crossoverSelection

(random)

2nd

4th

AST AST

Replaceby averageCrossover

Swap

Remove

Add

Page 9: SIGGRAPH ASIA 2011 Preview seminar Shading and Shadows

Genetic Programming for Shader Simplification

• Error model– L2-RGB error / structural similarity index over frames– Sampling small patches on G-buffer (modify pix-shader)– Cross-correlation 0.84 (actual error - predicted error)

• Performance model– Sampling small patches on render target– minutes → 1-2 secs, cross-correlation 0.95 (error)

Page 10: SIGGRAPH ASIA 2011 Preview seminar Shading and Shadows

An Efficient Alias-free Shadow Algorithm for Opaque and Transparent Objects Using Per-triangle Shadow Volumes

• A shadow volume algorithm– Cast shadow– Point (& directional?) light

• Advantage– Screen-space anti-aliasing– Transparent shadow-caster &

receiver– Small memory footprint– No load-balancing issue– Deferred shading pipeline

E. Sintorn, O. Olsson, U. Assarsson

Page 11: SIGGRAPH ASIA 2011 Preview seminar Shading and Shadows

An Efficient Alias-free Shadow Algorithm for Opaque and Transparent Objects Using Per-triangle Shadow Volumes

Common shadow volume• Caster : silhouette edge

– Preprocessing

• Depth + stencil buffer • Hardware support• Opaque model

Proposed algorithm• Caster: each triangle

– No adjacency info.– No preprocessing

• Depth + shadow buffer• CUDA implementation• Compatible with screen-

space anti-aliasing, textured-shadow caster, stochastic transparency

Light Model

Caster

Caster =all faces

Shadow mapping• Resolution of shadow map• Aliasing

Page 12: SIGGRAPH ASIA 2011 Preview seminar Shading and Shadows

point light

camera 1. Clip space 2. Depth buffer

min&maxdepth

caster (triangle)

receiver 00000

0

000

00000

000

0

000

3. Shadow Buffer4. Rendered image

Shadow rasterization test against each plane of shadow frustum

←AABB

shadowfrustum

An Efficient Alias-free Shadow Algorithm for Opaque and Transparent Objects Using Per-triangle Shadow Volumes

111 1

Page 13: SIGGRAPH ASIA 2011 Preview seminar Shading and Shadows

An Efficient Alias-free Shadow Algorithm for Opaque and Transparent Objects Using Per-triangle Shadow Volumes

• Hierarchical depth buffer and shadow buffer

• Colored, transparent shadow-caster– Floating point value shadow buffer– Stochastically setting shadow bit

• Screen-space anti-aliasing (MSAA, CSAA, SSAA)– # of shadow bits & depth derivative

0110

1110

1110

0110

0 1 1 0

0 1 1 0

00

11

0 0 0 0

0

0

0

0

Page 14: SIGGRAPH ASIA 2011 Preview seminar Shading and Shadows

Shading and Shadows

1. Image-space Bidirectional Scene Reprojection2. A Shading Reuse Method for Efficient

Micropolygon Ray Tracing3. Genetic Programming for Shader

Simplification4. An Efficient Alias-free Shadow Algorithm for

Opaque and Transparent Objects using per-triangle Shadow Volumes