Preliminaries of Shadows | p. 1 |
What's Covered in This Chapter | p. 1 |
Basic Concepts | p. 1 |
Why Shadows | p. 1 |
Hard Shadows versus Soft Shadows | p. 4 |
Colored Shadows | p. 7 |
Shadow Algorithms: Basic Ideas and Properties | p. 8 |
Planar Receivers of Shadows | p. 8 |
Shadow Depth Map | p. 9 |
Shadow Volumes | p. 12 |
Ray Tracing | p. 15 |
Area Subdivision and Preprocessing | p. 16 |
Self-Shadowing | p. 18 |
N · L Check | p. 18 |
Bump Mapping | p. 20 |
Advanced Reflection Models | p. 21 |
Considerations for Choosing an Algorithm | p. 21 |
Hard Shadows | p. 25 |
What's Covered in This Chapter | p. 25 |
Planar Receivers of Shadows | p. 25 |
Shadow Depth Maps | p. 27 |
Dealing with Different Light Types | p. 27 |
Performance Considerations | p. 28 |
Quality Considerations | p. 33 |
Avoiding Bad Self-Shadowing Problems | p. 34 |
Filtering Considerations | p. 38 |
Combining Self-Shadowing and Filtering | p. 39 |
Focusing the Resolution | p. 43 |
Shadow Volumes | p. 53 |
Shadow Volumes on the CPU | p. 54 |
Shadow Volumes on the GPU | p. 55 |
Reducing the Complexity | p. 59 |
Shadow Volumes Integrating BSP Trees | p. 62 |
Ray Tracing | p. 63 |
Shadow Culling Algorithms | p. 64 |
Combining Ray Packing and Modern Architectures | p. 66 |
Dealing with Many Lights | p. 67 |
Antialiased Shadows | p. 69 |
Other Hard Shadow Algorithms | p. 69 |
Trends and Analysis | p. 70 |
Offline Rendering Trends | p. 70 |
Real-Time Rendering Trends | p. 71 |
General Comments | p. 72 |
Supporting Shadows for Other Geometry Types | p. 75 |
What's Covered in This Chapter | p. 75 |
Higher-Order Surfaces | p. 76 |
Numerical Iteration | p. 77 |
Polygonization | p. 78 |
Shadow Volumes | p. 79 |
Trends and Analysis | p. 79 |
Image-Based Rendering for Impostors | p. 80 |
Trees | p. 81 |
Crowds | p. 82 |
Trends and Analysis | p. 83 |
Geometry Images | p. 84 |
Trends and Analysis | p. 85 |
Particle Systems | p. 85 |
Point Clouds | p. 85 |
Shadow Depth Map | p. 87 |
Ray Tracing | p. 88 |
Other Miscellaneous Techniques | p. 88 |
Trends and Analysis | p. 89 |
Voxels | p. 89 |
Splatting | p. 91 |
Shear-Warp | p. 92 |
Slice-Based Hardware Textures | p. 93 |
Ray Tracing | p. 93 |
Shadow Depth Map | p. 95 |
Trends and Analysis | p. 96 |
Heightfields | p. 97 |
Ray Tracing | p. 98 |
Horizon Mapping | p. 99 |
Trends and Analysis | p. 100 |
Final Words | p. 100 |
Soft Shadows | p. 101 |
What's Covered in This Chapter | p. 101 |
Soft Shadow Basics | p. 102 |
Computing the Soft Shadow Integral | p. 102 |
Generic Algorithmic Approaches | p. 105 |
Theoretical Aspects | p. 107 |
Discontinuity Events | p. 108 |
Planar Receivers of Shadows | p. 111 |
Soft Shadow Textures | p. 112 |
Plateau Shadows | p. 112 |
Convolution Textures | p. 113 |
Shadow Depth Maps | p. 114 |
Z-Difference Penumbra Approximation | p. 114 |
Depth Values as Micropatches | p. 116 |
Silhouette Detection-Based Solutions | p. 119 |
Multipoint Source Shadow Depth Map Algorithms | p. 123 |
Rendering Large Scenes | p. 124 |
Other Shadow Depth Map Variations | p. 126 |
Shadow Volumes | p. 127 |
Multipoint Shadow Volumes | p. 127 |
Shadow Volume BSP(SVBSP) | p. 128 |
Penumbra Wedges | p. 128 |
Ray Tracing | p. 130 |
Distribution Ray Tracing | p. 131 |
Structures for Exact Back-Projection | p. 133 |
Single-Ray Analytic Solution | p. 136 |
Ray Tracing Depth Images | p. 137 |
Other Soft Shadow Algorithms | p. 139 |
Trends and Analysis | p. 139 |
Offline Rendering Trends | p. 140 |
Real-Time Rendering Trends | p. 140 |
General Comments | p. 140 |
Other Treatments of Shadows | p. 143 |
What's Covered in This Chapter | p. 143 |
Bump Mapping | p. 144 |
Advanced Bump Mapping Effects | p. 146 |
Trends and Analysis | p. 147 |
Advanced Reflection Models | p. 147 |
Trends and Analysis | p. 150 |
Semitransparent Surfaces | p. 151 |
Ray Tracing | p. 151 |
Shadow Maps | p. 152 |
Shadow Volumes | p. 154 |
Trends and Analysis | p. 155 |
Highly Complex Thin Materials | p. 155 |
Trends and Analysis | p. 157 |
Atmospheric Shadows | p. 157 |
Shadow Volumes | p. 158 |
Shadow Depth Maps | p. 159 |
Global Illumination | p. 161 |
Trends and Analysis | p. 161 |
Motion Blur | p. 161 |
Trends and Analysis | p. 163 |
Ambient Occlusion | p. 163 |
Related Concepts | p. 164 |
Representation | p. 164 |
Object-Space Methods | p. 166 |
Screen-Space Methods | p. 168 |
Animation | p. 170 |
Trends and Analysis | p. 171 |
Precomputed Radiance Transfer | p. 171 |
Trends and Analysis | p. 174 |
Global Illumination | p. 174 |
Radiosity | p. 175 |
Virtual Point Lights | p. 177 |
Monte Carlo Ray Tracing | p. 178 |
Trends and Analysis | p. 179 |
Final Words | p. 180 |
Applications of Shadow Algorithms | p. 181 |
What's Covered in This Chapter | p. 181 |
Augmented Reality | p. 181 |
Augmented Reality Assuming Direct Illumination | p. 182 |
Augmented Reality for Global Illumination | p. 184 |
Model Reconstruction Techniques | p. 185 |
Trends and Analysis | p. 185 |
Non-photorealistic Environments | p. 186 |
Pen and Ink | p. 186 |
Technical Illustration | p. 187 |
Cartoon Rendering | p. 188 |
Trends and Analysis | p. 190 |
Shadows as Interaction Tools | p. 190 |
Trends and Analysis | p. 191 |
Final Words | p. 191 |
Conclusions | p. 193 |
Bibliography | p. 197 |
Index | p. 239 |
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