Abstract
Shadows are probably one of the most important factors of the 3D scene. They enhance realism and comprehension of rendered images. They are usually generated with some variation of shadow volumes or shadow mapping, although recently a new algorithm called Partitioned Shadow Volumes appeared. The paper presents an improved version of the Partitioned Shadow Volumes algorithm, dedicated for the static scenes, that optimizes the speed of shadowing by using binary space partitioning heuristics to generate more optimal ternary object partitioning tree. There is an obvious trade-off between ternary object partitioning tree building time and the rendering time, but the tests have shown that the proposed modification can significantly speed up the rendering time of scenes when the light position and shadow caster model do not frequently change.
References
Akenine-Möller, T., Haines, E., Hoffman, N.: Real-Time Rendering. CRC Press, London (2008)
Choroś, K., Kaczyński, K.: Time and quality of 3D rendering process using programming code optimisation techniques. Int. J. Intell. Inf. Database Syst. 2(3), 309–319 (2008)
Petring, R., Eikel, B., Jähn, C., Fischer, M., auf der Heide, F.M.: Real-time 3D rendering of heterogeneous scenes. In: Bebis, G., et al. (eds.) ISVC 2013. LNCS, vol. 8033, pp. 448–458. Springer, Heidelberg (2013). doi:10.1007/978-3-642-41914-0_44
Kronander, J., Banterle, F., Gardner, A., Miandji, E., Unger, J.: Photorealistic rendering of mixed reality scenes. Comput. Graph. Forum 34(2), 643–665 (2015)
Eisemann, E., Assarsson, U., Schwarz, M., Valient, M., Wimmer, M.: Efficient real-time shadows. In: ACM SIGGRAPH 2013 Courses, pp. 1–46. ACM (2013)
Crow, F.C.: Shadow algorithms for computer graphics. ACM SIGGRAPH Comput. Graph. 11(2), 242–248 (1977)
Williams, L.: Casting curved shadows on curved surfaces. ACM SIGGRAPH Comput. Graph. 12(3), 270–274 (1978)
Dimitrov, R.: Cascaded Shadow Maps. Developer Documentation, NVIDIA Corp. (2007)
Tang, B., Luo, J., Ni, G., Duan, W., Gao, Y.: Light space partitioned shadow maps. IEICE Trans. Inf. Syst. 100(1), 234–237 (2017)
Slater, M., Steed, A., Chrysanthou, Y.: Computer Graphics and Virtual Environments: From Realism to Real-Time. Pearson Education, London (2002)
Chin, N., Feiner, S.: Near real-time shadow generation using BSP trees. ACM SIGGRAPH Comput. Graph. 23(3), 99–106 (1989)
Gerhards, J., Mora, F., Aveneau, L., Ghazanfarpour, D.: Partitioned shadow volumes. Comput. Graph. Forum 34(2), 549–559 (2015)
Mora, F., Gerhards, J., Aveneau, L., Ghazanfarpour, D.: Stackless and deep partitioned shadow volumes. In: EGSR16 Eurographics Symposium on Rendering (2016)
Sloan, P.P., Kautz, J., Snyder, J.: Precomputed radiance transfer for real-time rendering in dynamic, low-frequency lighting environments. ACM Trans. Graph. 21(3), 527–536 (2002)
Zhou, K., Hu, Y., Lin, S., Guo, B., Shum, H.Y.: Precomputed shadow fields for dynamic scenes. ACM Trans. Graph. 24(3), 1196–1201 (2005)
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2017 Springer International Publishing AG
About this paper
Cite this paper
Choroś, K., Suder, T. (2017). Improved Partitioned Shadow Volumes Method of Real-Time Rendering Using Balanced Trees. In: Nguyen, N., Papadopoulos, G., Jędrzejowicz, P., Trawiński, B., Vossen, G. (eds) Computational Collective Intelligence. ICCCI 2017. Lecture Notes in Computer Science(), vol 10449. Springer, Cham. https://doi.org/10.1007/978-3-319-67077-5_55
Download citation
DOI: https://doi.org/10.1007/978-3-319-67077-5_55
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-319-67076-8
Online ISBN: 978-3-319-67077-5
eBook Packages: Computer ScienceComputer Science (R0)