Comparison of Modern Omnidirectional Precise Shadowing Techniques Versus Ray Tracing
Identifikátory výsledku
Kód výsledku v IS VaVaI
<a href="https://www.isvavai.cz/riv?ss=detail&h=RIV%2F00216305%3A26230%2F22%3APU147290" target="_blank" >RIV/00216305:26230/22:PU147290 - isvavai.cz</a>
Výsledek na webu
<a href="https://onlinelibrary.wiley.com/doi/full/10.1111/cgf.14425" target="_blank" >https://onlinelibrary.wiley.com/doi/full/10.1111/cgf.14425</a>
DOI - Digital Object Identifier
<a href="http://dx.doi.org/10.1111/cgf.14425" target="_blank" >10.1111/cgf.14425</a>
Alternativní jazyky
Jazyk výsledku
angličtina
Název v původním jazyce
Comparison of Modern Omnidirectional Precise Shadowing Techniques Versus Ray Tracing
Popis výsledku v původním jazyce
This paper presents an in depth comparison of state-of-the-art precise shadowing techniques for an omnidirectional point light. We chose several types of modern shadowing algorithms, starting from stencil shadow volumes, methods using traversal of acceleration structures to hardware-accelerated ray-traced shadows. Some methods were further improved - robustness, increased performance; we also provide the first multi-platform implementations of some of the tested algorithms. All the methods are evaluated on several test scenes in different resolutions and on two hardware platforms - with and without dedicated hardware units for ray tracing. We conclude our findings based on speed and memory consumption. Ray-tracing is the fastest and one of the easiest methods to implement with small memory footprint. The Omnidirectional Frustum-Traced Shadows method has a predictable memory footprint and is the second fastest algorithm tested. Our stencil shadow volumes are faster than some newer algorithms. Per-Triangle Shadow Volumes and Clustered Per-Triangle Shadow Volumes are difficult to implement and require the most memory; the latter method scales well with the scene complexity and resolution. Deep Partitioned Shadow Volumes does not excel in any of the measured parameters and is suitable for smaller scenes. The source codes of the testing framework have been made publicly available.
Název v anglickém jazyce
Comparison of Modern Omnidirectional Precise Shadowing Techniques Versus Ray Tracing
Popis výsledku anglicky
This paper presents an in depth comparison of state-of-the-art precise shadowing techniques for an omnidirectional point light. We chose several types of modern shadowing algorithms, starting from stencil shadow volumes, methods using traversal of acceleration structures to hardware-accelerated ray-traced shadows. Some methods were further improved - robustness, increased performance; we also provide the first multi-platform implementations of some of the tested algorithms. All the methods are evaluated on several test scenes in different resolutions and on two hardware platforms - with and without dedicated hardware units for ray tracing. We conclude our findings based on speed and memory consumption. Ray-tracing is the fastest and one of the easiest methods to implement with small memory footprint. The Omnidirectional Frustum-Traced Shadows method has a predictable memory footprint and is the second fastest algorithm tested. Our stencil shadow volumes are faster than some newer algorithms. Per-Triangle Shadow Volumes and Clustered Per-Triangle Shadow Volumes are difficult to implement and require the most memory; the latter method scales well with the scene complexity and resolution. Deep Partitioned Shadow Volumes does not excel in any of the measured parameters and is suitable for smaller scenes. The source codes of the testing framework have been made publicly available.
Klasifikace
Druh
J<sub>imp</sub> - Článek v periodiku v databázi Web of Science
CEP obor
—
OECD FORD obor
10201 - Computer sciences, information science, bioinformathics (hardware development to be 2.2, social aspect to be 5.8)
Návaznosti výsledku
Projekt
—
Návaznosti
S - Specificky vyzkum na vysokych skolach
Ostatní
Rok uplatnění
2022
Kód důvěrnosti údajů
S - Úplné a pravdivé údaje o projektu nepodléhají ochraně podle zvláštních právních předpisů
Údaje specifické pro druh výsledku
Název periodika
COMPUTER GRAPHICS FORUM
ISSN
0167-7055
e-ISSN
1467-8659
Svazek periodika
41
Číslo periodika v rámci svazku
1
Stát vydavatele periodika
GB - Spojené království Velké Británie a Severního Irska
Počet stran výsledku
16
Strana od-do
106-121
Kód UT WoS článku
000725980900001
EID výsledku v databázi Scopus
2-s2.0-85120437392