Deep Partitioned Shadow Volumes Using Stackless and Hybrid Traversals

F. Mora, J. Gerhards, L. Aveneau, D. Ghazanfarpour
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引用次数: 5

Abstract

Computing accurate hard shadows is a difficult problem in interactive rendering. Previous methods rely either on Shadow Maps or Shadow Volumes. Recently Partitioned Shadow Volumes (PSV) has been introduced. It revisits the old Shadow Volumes Binary Tree Space Partitioning algorithm, leading to a practicable and efficient technique. In this article, we analyze the PSV query algorithm and identify two main drawbacks: First, it uses a stack which is not GPU friendly; its size must be small enough to reduce the register pressure, but large enough to avoid stack overflow. Second, PSV struggles with configurations involving significant depth complexity, especially for lit points. We solve these problems by adding a depth information to the PSV data structure, and by designing a stackless query. In addition, we show how to combine the former PSV query with our stackless solution, leading to a hybrid technique taking advantage of both. This eliminates any risk of stack overflow, and our experiments demonstrate that these improvements accelerate the rendering time up to a factor of 3.
使用无堆叠和混合遍历的深度分区阴影卷
计算准确的硬阴影是交互式渲染中的一个难题。以前的方法依赖于阴影贴图或阴影体积。最近引入了分区阴影卷(PSV)。它重新审视了旧的阴影体积二叉树空间划分算法,导致一个实用和有效的技术。在本文中,我们分析了PSV查询算法,并确定了两个主要缺点:首先,它使用的堆栈对GPU不友好;它的大小必须足够小,以减少寄存器压力,但要足够大,以避免堆栈溢出。其次,《PSV》在涉及深度复杂性的配置中挣扎,特别是对于光照点。我们通过在PSV数据结构中添加深度信息和设计无堆栈查询来解决这些问题。此外,我们还展示了如何将以前的PSV查询与我们的无堆栈解决方案结合起来,从而产生一种利用两者的混合技术。这消除了任何堆栈溢出的风险,我们的实验表明,这些改进将渲染时间加快了3倍。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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