Instant Convolution Shadows for Volumetric Detail Mapping
Abstract
In this article, we present a method for rendering dynamic scenes featuring translucent procedural volumetric detail with all-frequency soft shadows being cast from objects residing inside the view frustum. Our approach is based on an approximation of physically correct shadows from distant Gaussian area light sources positioned behind the view plane, using iterative convolution. We present a theoretical and empirical analysis of this model and propose an efficient class of convolution kernels which provide high quality at interactive frame rates. Our GPU-based implementation supports arbitrary volumetric detail maps, requires no precomputation, and therefore allows for real-time modi?cation of all rendering parameters.
D. Patel, V. Šoltészová, J. M. Nordbotten, and S. Bruckner, "Instant Convolution Shadows for Volumetric Detail Mapping," ACM Transactions on Graphics, vol. 32, iss. 5, p. 154:1–154:18, 2013. doi:10.1145/2492684
[BibTeX]
In this article, we present a method for rendering dynamic scenes featuring translucent procedural volumetric detail with all-frequency soft shadows being cast from objects residing inside the view frustum. Our approach is based on an approximation of physically correct shadows from distant Gaussian area light sources positioned behind the view plane, using iterative convolution. We present a theoretical and empirical analysis of this model and propose an efficient class of convolution kernels which provide high quality at interactive frame rates. Our GPU-based implementation supports arbitrary volumetric detail maps, requires no precomputation, and therefore allows for real-time modi?cation of all rendering parameters.
@ARTICLE {Patel-2013-ICS,
author = "Daniel Patel and Veronika \v{S}olt{\'e}szov{\'a} and Jan Martin Nordbotten and Stefan Bruckner",
title = "Instant Convolution Shadows for Volumetric Detail Mapping",
journal = "ACM Transactions on Graphics",
year = "2013",
volume = "32",
number = "5",
pages = "154:1--154:18",
month = "sep",
abstract = "In this article, we present a method for rendering dynamic scenes featuring translucent procedural volumetric detail with all-frequency soft shadows being cast from objects residing inside the view frustum. Our approach is based on an approximation of physically correct shadows from distant Gaussian area light sources positioned behind the view plane, using iterative convolution. We present a theoretical and empirical analysis of this model and propose an efficient class of convolution kernels which provide high quality at interactive frame rates. Our GPU-based implementation supports arbitrary volumetric detail maps, requires no precomputation, and therefore allows for real-time modi?cation of all rendering parameters.",
pdf = "pdfs/Patel-2013-ICS.pdf",
images = "images/Patel-2013-ICS.jpg",
thumbnails = "images/Patel-2013-ICS.png",
youtube = "https://www.youtube.com/watch?v=lhGWgew3HXY,https://www.youtube.com/watch?v=XrhYjgQxfb0",
doi = "10.1145/2492684",
keywords = "shadows, volumetric effects, procedural texturing, filtering",
project = "geoillustrator",
url = "//dl.acm.org/citation.cfm?id=2492684"
}