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Spatial multisampling and multipass occlusion testing for screen space shadows

Published: 27 November 2017 Publication History

Abstract

This paper presents two algorithms that enhance the existing techniques for screen space shadowing and deliver more appealing visual results. The first solution, called Spatial Depth Buffer Multi-sampling (SDBMS), uses higher resolution depth buffers for multi sampling. The second algorithm is called Multipass Occlusion Testing (MPOT) and uses multi pass sampling with variable step sizes while ray marching.

References

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Autodesk. 2017. Stingray. (2017). Retrieved August 10, 2017 from https://www.autodesk.com/products/stingray/overview
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Kapralos B. Cowan B., Khattak S. 2015. Screen space point sampled shadows. In Games Entertainment Media Conference (GEM 2015). IEEE.
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Baldur Karlsson. 2017. RenderDoc. (2017). Retrieved October 9, 2017 from https://renderdoc.org/
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Nvidia. 2017. Geforce GTX 1070. (2017). Retrieved October 9, 2017 from https://www.nvidia.com/en-us/geforce/products/10series/geforce-gtx-1070/
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Shanmugam P. and Arikan O. 2007. Hardware Accelerated Ambient Occlusion Techniques on GPUs. In Proceedings of ACM Symposium in Interactive 3D Graphics and Games (I3D'07). ACM, New York, NY, 73--80.
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Grosch T. Ritschel T. and Seidel H.-P. 2009. Approximating dynamic global illumination in image space. In Proceedings of the 2009 symposium on Interactive 3D graphics and games (I3D'09). ACM, New York, NY, 75--82.
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Kasyan N. Sousa, T. and N. Schulz. 2011. Secrets of CryENGINE 3 graphics technology. In SIGGRAPH Courses. ACM, New York, NY.
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Pajak D. Widmer S. and et al. 2015. An adaptive acceleration structure for screen-space ray tracing. In Proceedings of the 7th Conference on High-Performance Graphics (HPG'15). ACM, New York, NY, 67--76.

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  1. Spatial multisampling and multipass occlusion testing for screen space shadows

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    cover image ACM Conferences
    SA '17: SIGGRAPH Asia 2017 Posters
    November 2017
    114 pages
    ISBN:9781450354059
    DOI:10.1145/3145690
    Permission to make digital or hard copies of part or all 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 third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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    Association for Computing Machinery

    New York, NY, United States

    Publication History

    Published: 27 November 2017

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    Author Tags

    1. rendering
    2. screen space
    3. shadow computation

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    SA '17
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    SA '17: SIGGRAPH Asia 2017
    November 27 - 30, 2017
    Bangkok, Thailand

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    Overall Acceptance Rate 178 of 869 submissions, 20%

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