[GAMES202 笔记] Lecture 4
4

[GAMES202]Lecture Note 4

Deeper look into PCF

Convolutional Weighted Filtering in PCF:

Optimization Bottleneck: Averaging every texel inside the filter region (ave. blocker depth and visibility, step 1 and 3 in PCSS) Solution: sampling, cons: noisy (temporal effect: flickering)

Variance Soft Shadow Mapping, VSM

Faster, and more rough version of PCSS?

Motivation: the slow performance of PCSS at step 3 Idea: use CDF of Normal Distribution to approximate depth distribution Key: Fast computation of mean and variance

Solution:

Mean: Hardware MIPMAPing / Summed Area Tables, SAT Variance: (get through render-to-texture: multi-output, while generating )

CDF of Gaussian PDF: Error Function, ERF (numerical, not analytical solution)

One more step: Chebyshev’s Inequality, instead of Gaussian CDF

The Remaining Issue: PCSS Step 1 Averaging the blocker depth in filtering region Avaliable: through MIPMAP, through Chebyshev Assumption: all (assumes surface parallel to light?) Anormalies caused by this assumption: light leaking

vsm-anormaly

Mean Calculation for arbitrary rectangular: Range Query

MIPMAP Only for square, needs interpolation

SAT Preprocess: prefix sum (with Inclusion-Exclusion Principle in 2D) Parallelization: 2-pass, first row then column (multiple 1-D prefix-sum each row/column)

Moment Shadow Mapping

Motivation: more accurate distribution for VSSM using higher moments

Moments and orders: first orders of moments represents a function (CDF here!) with steps. is fine, optimize time cost with packing&unpacking (SIMD?)

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