Publications

Instant Convolution Shadows for Volumetric Detail Mapping

D. Patel, V. Šoltészová, J. M. Nordbotten, and S. Bruckner

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"
}
projectidgeoillustratorprojectid

Media

Downloads

Full paper [PDF]