Important elements of games, movies, and other computer-generated content, shadows are crucial for enhancing realism and providing important visual cues. In recent years, there have been notable improvements in visual quality and speed, making high-quality realistic real-time shadows a reachable goal.
Real-Time Shadows is a comprehensive guide to the theory and practice of real-time shadow techniques. It covers a large variety of different effects, including hard, soft, volumetric, and semi-transparent shadows.
The book explains the basics as well as many advanced aspects related to the domain of shadow computation. It presents interactive solutions and practical details on shadow computation. The authors compare various algorithms for creating real-time shadows and illustrate how they are used in different situations. They explore the limitations and failure cases, advantages and disadvantages, and suitability of the algorithms in several applications. Source code, videos, tutorials, and more are available on the book’s website www.realtimeshadows.com.
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... features insights by four world-renowned experts on the topic. Advanced, college-level collections in computer graphics will find this offers game programmers a fine survey of shadowing methods that use different combinations of scenes, shapes, lighting and more for their effects. All of the approaches under one cover make this volume a top recommendation for game programmers and advanced computer graphics collections alike.
―Midwest Book Review, December 2011
Shadows are one of the most visually important effects in computer graphics. Far from being a solved problem, generating efficient and robust shadows is one of the most active research topics in real-time rendering. Fortunately, four of the world’s foremost experts in real-time shadows have come together to write this excellent book, covering everything from the basics of simple shadow mapping to the state-of-the-art research in GPU-enabled soft and hard shadow techniques. If you work in games or real-time graphics, you owe it to yourself to get this book.
―David Luebke, NVIDIA Research
Real-Time Shadows is a wonderful book about a very important topic in computer graphics, and I hope it will cast a long and soft-edged shadow on the real-time graphics industry. This way, future games can look even better, and I am certain that this book will also serve as inspiration for more advanced research.
―Tomas Akenine-Möller, Lund University and Intel Corporation
There is a multitude of shadowing methods distributed across a wide variety of books and papers, each capitalizing on different combinations of various scene configurations, shape representations, lighting effects, aliasing situations, and computational resources. This book does a great job of collecting all of these together into a single volume of concise algorithm descriptions to make it easier to find the right shadowing method and then implement it.
―John C. Hart, University of Illinois at Urbana-Champaign, and former editor-in-chief of ACM Transactions on Graphics
At first glance, shadows seem to be a solved problem, but with limited time budget in real-time games they’re not. There is a zoo of shadow rendering techniques in games, and finally here is a book that covers them all. The authors are among the most knowledgeable people I know on all kind of occlusion problems and guide us through the various quality and performance tradeoffs.
―Martin Mittring, Epic Games
Introduction
Definition
Importance of Shadows
Difficulty of Computing Shadows
Overview
General Information for the Reader
Basic Shadow Techniques
Projection Shadows
Shadow Mapping
Shadow Volumes
Stencil Shadow Volumes
Transparency
Summary
Shadow Map Aliasing
Shadow Mapping as Signal Reconstruction
Initial Sampling Error – Undersampling
Resampling Error
Shadow Map Sampling
Fitting
Warping
Global Partitioning
Adaptive Partitioning
View Sample Mapping
Shadow Map Reconstruction
Temporal Reprojection
Cookbook
Filtered Hard Shadows
Filters and Shadow Maps
Applications of Filtering
Precomputing Larger Filter Kernels
Summary
Image-Based Soft Shadow Methods
Introduction
Basics
A Reference Solution
Augmenting Hard Shadows with Penumbrae
Blurring Hard Shadow Test Results
Filtering Planar Occluder Images
Reconstructing and Backprojecting Occluders
Using Multiple Depth Maps
Summary
Geometry-Based Soft Shadow Methods
Plausible Shadows by Generating Outer Penumbra
Inner and Outer Penumbra
Soft Shadow Volumes
View-Sample Mapping
Tradeoffs
Summary of Soft Shadow Algorithms
Image-Based Transparency
Deep Shadow Maps
Approximating the Transmittance Function
Summary
Volumetric Shadows
Real-Time Single Scattering in Homogeneous Participating Media
Ray Marching a Shadow Map
Shadow Volume-based Approaches
Summary
Advanced Shadow Topics
Multi-Colored Light Sources
Multisample Antialiasing
Voxels and Shadows
Ray-Casting Shadows
Environmental Lighting
Precomputed Radiance Transfer
Conclusion
Hard Shadows
Filtered Hard Shadows
Soft Shadows
Advanced Methods
Welcome to Tomorrow
Appendix A: Down the Graphics Pipeline
Appendix B: Brief Guide to Graphics APIs
Appendix C: A Word on Shading
Appendix D: Fast GPU Filtering Techniques
Appendix E: More For Less – Deferred Shading and Upsampling
Appendix F: Symbols
Bibliography
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