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Camera space volumetric shadows

Published: 04 August 2012 Publication History

Abstract

We transform irregularly sampled shadow map data to deep image buffers in camera space, which are then used to create volumetric shadows in a deep compositing workflow. Our technique poses no restrictions on the sample locations of the shadow map and can thus be used with a variety of adaptive approaches to produce more precise shadows closer to the camera. To construct watertight shafts towards the light source forming crepuscular rays, we use a two-dimensional quad tree in light space. This structure is constructed from the shadow samples independent of the camera position, making stereo renders and camera animations for static light sources and geometry more efficient. The actual integration of volumetric light transport is then left to a fast image space deep compositing workflow, enabling short turnaround times for cinematic lighting design. We show a simple scalable ray tracing kernel to convert the quad tree representation to a deep image for each camera, where ray tracing takes only 25% of the processing time.

Supplementary Material

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cover image ACM Conferences
DigiPro '12: Proceedings of the Digital Production Symposium
August 2012
80 pages
ISBN:9781450316491
DOI:10.1145/2370919
Permission to make digital or hard copies of all or part 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 components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Publication History

Published: 04 August 2012

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Author Tags

  1. deep compositing
  2. ray tracing
  3. volumetric shadows

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DigiPro '12
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DigiPro '12: The Digital Production Symposium
August 4, 2012
California, Glendale

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  • (2022)The Virtual Production Studio Concept – An Emerging Game Changer in Filmmaking2022 IEEE Conference on Virtual Reality and 3D User Interfaces (VR)10.1109/VR51125.2022.00020(29-37)Online publication date: Mar-2022
  • (2022)Real-Time Rendering of Point Clouds With Photorealistic Effects: A SurveyIEEE Access10.1109/ACCESS.2022.314676810(13151-13173)Online publication date: 2022
  • (2020)A Survey of Multifragment RenderingComputer Graphics Forum10.1111/cgf.1401939:2(623-642)Online publication date: 13-Jul-2020
  • (2018)A scheme for storing object ID manifests in openEXR imagesProceedings of the 8th Annual Digital Production Symposium10.1145/3233085.3233086(1-8)Online publication date: 11-Aug-2018
  • (2018)ManukaACM Transactions on Graphics10.1145/318216137:3(1-18)Online publication date: 7-Aug-2018
  • (2018)Denoising Deep Monte Carlo RenderingsComputer Graphics Forum10.1111/cgf.1353338:1(316-327)Online publication date: 27-Aug-2018
  • (2018)Accurate Shadow Generation Analysis in Computer Graphics2018 IEEE 20th International Conference on High Performance Computing and Communications; IEEE 16th International Conference on Smart City; IEEE 4th International Conference on Data Science and Systems (HPCC/SmartCity/DSS)10.1109/HPCC/SmartCity/DSS.2018.00186(1116-1120)Online publication date: Jun-2018
  • (2017)Soft bilateral filtering volumetric shadows using cube shadow mapsPLOS ONE10.1371/journal.pone.017841512:6(e0178415)Online publication date: 20-Jun-2017

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