Information
- Publication Type: Bachelor Thesis
- Workgroup(s)/Project(s):
- Date: May 2013
- Date (Start): 29. October 2012
- Matrikelnummer: 0927290
- First Supervisor: Michael Wimmer
Abstract
Shadows play a very important role in enhancing realism of rendered scenes. Scenes without them look unnatural and flat. If you look at them you feel like there is something missing. Furthermore it is hard to determine a spatial relationship between the objects in a scene without shadows. In recent years a lot of papers and articles have been published on the topic of rendering realistic shadows in real time. Many of the presented techniques are based on shadow mapping, which has become widely accepted as a method for shadow rendering.This thesis focuses on giving an overview of commonly used methods to fight aliasing and produce soft-edged shadows in real time by filtering hard shadows created on the basis of shadow mapping. These filtering techniques are integrated into an existing framework, which allows the user to modify different essential parameters to find the best solution regarding shadow creation for a particular scene.
Additionally gamma correction as another realism and image quality improving mechanism is explained. We present a tutorial on what to consider when implementing a gamma correct rendering pipeline in DirectX R 11.
The resulting software of this thesis is freely available at http://www.realtimeshadows.com.
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No further information available.BibTeX
@bachelorsthesis{ADORJAN-2013-ASE, title = "Advanced Shadow Algorithms - Filtered Hard Shadows", author = "Matthias Adorjan", year = "2013", abstract = "Shadows play a very important role in enhancing realism of rendered scenes. Scenes without them look unnatural and flat. If you look at them you feel like there is something missing. Furthermore it is hard to determine a spatial relationship between the objects in a scene without shadows. In recent years a lot of papers and articles have been published on the topic of rendering realistic shadows in real time. Many of the presented techniques are based on shadow mapping, which has become widely accepted as a method for shadow rendering. This thesis focuses on giving an overview of commonly used methods to fight aliasing and produce soft-edged shadows in real time by filtering hard shadows created on the basis of shadow mapping. These filtering techniques are integrated into an existing framework, which allows the user to modify different essential parameters to find the best solution regarding shadow creation for a particular scene. Additionally gamma correction as another realism and image quality improving mechanism is explained. We present a tutorial on what to consider when implementing a gamma correct rendering pipeline in DirectX R 11. The resulting software of this thesis is freely available at http://www.realtimeshadows.com.", month = may, address = "Favoritenstrasse 9-11/E193-02, A-1040 Vienna, Austria", school = "Institute of Computer Graphics and Algorithms, Vienna University of Technology ", URL = "https://www.cg.tuwien.ac.at/research/publications/2013/ADORJAN-2013-ASE/", }