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dc.contributor.authorPeters, Christophen_US
dc.contributor.editorVlastimil Havran and Karthik Vaiyanathanen_US
dc.date.accessioned2017-12-06T19:47:39Z
dc.date.available2017-12-06T19:47:39Z
dc.date.issued2017
dc.identifier.isbn978-1-4503-5101-0
dc.identifier.issn2079-8679
dc.identifier.urihttp://dx.doi.org/10.1145/3105762.3105775
dc.identifier.urihttps://diglib.eg.org:443/handle/10.1145/3105762-3105775
dc.description.abstractMoment shadow maps enable direct filtering to accomplish proper antialiasing of dynamic hard shadows. For each texel, the moment shadow map stores four powers of the depth in either 64 or 128 bits. After filtering, this information enables a heuristic reconstruction. However, the rounding errors introduced at 64 bits per texel necessitate a bias that strengthens light leaking artifacts noticeably. In this paper, we propose a non-linear transform which maps the four moments to four quantities describing the depth distribution more directly. These quantities can then be quantized to a total of 32 or 64 bits. At 64 bits, the results are virtually indistinguishable from moment shadow mapping at 128 bits per texel. Even at 32 bits, there is hardly any additional light leaking but banding artifacts may occur. At the same time, the computational overhead for the reconstruction is reduced. As a prerequisite for the use of these quantization schemes, we propose a compute shader that applies a resolve for a multisampled shadow map and a 92 two-pass Gaussian filter in shared memory. The quantized moments are written back to device memory only once at the very end. This approach makes our technique roughly as fast as variance shadow mapping with 32 bits per texel. Since hardware-accelerated bilinear filtering is incompatible with non-linear quantization, we employ blue noise dithering as inexpensive alternative to manual bilinear filtering.en_US
dc.publisherACMen_US
dc.subjectComputing methodologies
dc.subjectRasterization
dc.subjectVisibility
dc.subjectShared memory algorithms
dc.subjectMoment shadow mapping
dc.subjectnon
dc.subjectlinear quantization
dc.subject32
dc.subjectbit quantization
dc.subjecton
dc.subjectchip filtering
dc.subjectcompute shader
dc.subjectfast Gaussian blur
dc.subjectshadows
dc.subjectreal
dc.subjecttime rendering
dc.titleNon-Linearly Quantized Moment Shadow Mapsen_US
dc.description.seriesinformationEurographics/ ACM SIGGRAPH Symposium on High Performance Graphics
dc.description.sectionheadersReal-Time Graphics Techniques
dc.identifier.doi10.1145/3105762.3105775


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