WO2010109002A1 - Method for generating shadows in an image - Google Patents

Method for generating shadows in an image Download PDF

Info

Publication number
WO2010109002A1
WO2010109002A1 PCT/EP2010/053976 EP2010053976W WO2010109002A1 WO 2010109002 A1 WO2010109002 A1 WO 2010109002A1 EP 2010053976 W EP2010053976 W EP 2010053976W WO 2010109002 A1 WO2010109002 A1 WO 2010109002A1
Authority
WO
WIPO (PCT)
Prior art keywords
depth
pixel
visible
map
image
Prior art date
Application number
PCT/EP2010/053976
Other languages
French (fr)
Inventor
Pascal Gautron
Jean-Eudes Marvie
Gerard Briand
Original Assignee
Thomson Licensing
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Thomson Licensing filed Critical Thomson Licensing
Priority to US13/138,652 priority Critical patent/US9569884B2/en
Priority to JP2012501313A priority patent/JP5437475B2/en
Priority to CN201080015184.9A priority patent/CN102365657B/en
Priority to EP10710352A priority patent/EP2411967B1/en
Publication of WO2010109002A1 publication Critical patent/WO2010109002A1/en

Links

Classifications

    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T15/003D [Three Dimensional] image rendering
    • G06T15/50Lighting effects
    • G06T15/60Shadow generation
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T15/003D [Three Dimensional] image rendering
    • G06T15/50Lighting effects
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T15/003D [Three Dimensional] image rendering
    • G06T15/50Lighting effects
    • G06T15/80Shading
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T2215/00Indexing scheme for image rendering
    • G06T2215/12Shadow map, environment map

Definitions

  • the invention concerns a method for generating shadows in an image.
  • a scene can include a variety of textures, color gradations, reflections, translucency, and , most particularly, shadows. Shadows enhance the realism of an image because they give a two-dimensional (2D) image the appearance of being three-dimensional.
  • shadows is critical in games environment for instance as it has to be generated in real-time according to the movements in the scene which are guided by the games users.
  • Shadow volumes A common shadowing method, called shadow volumes is described in the document from F. Crow entitled “Shadow Algorithms for Computer Graphics” published in the proceedings of SIGGRAPH in 1977. In this document, the silhouette of shadow-casting objects is extruded to determine the shadowing. While this method provides high quality shadows, it is limited to simple scenes and is computationally intensive.
  • This artifact can typically be reduced using percentage-closer filtering disclosed in the article from M. Bunnell and F. Pellacini entitled “Shadow Map
  • the distance comparison may return erroneous values for occluding objects very close to each other, or on surfaces nearly tangent to the light direction.
  • the user-defined bias value offsets the distance comparisons so that erroneous shadowing is removed.
  • this results in an undesired shifting of the shadows.
  • a same bias value is used for rendering the entire scene, 'problematic' objects force a shifting of all the other shadows to avoid artifacts.
  • the present invention proposes to solve at least one of these drawbacks.
  • the present invention concerns a method for generating shadows in an image comprising the steps of: - Computing a depth-map that comprises an array of pixels, wherein pixels in the depth-map have a depth value that indicates a depth from the light source to a portion of the nearest occluding object visible through the pixel,
  • the method further comprises the steps of - computing, for each pixel, an adaptive bias as a function of a predetermined base bias and the orientation of the surface on which the said visible point is located,
  • said adaptive bias is dependant on said surface normal.
  • said adaptive bias is defined as the division of said predetermined base bias by the dot product of the surface normal by the incident light direction.
  • said adaptive bias is limited to a maximum value.
  • the invention concerns also a graphics processing unit comprising code instructions for performing the method according to any of the previous claims.
  • the invention concerns also a computer program product for computing shadows for an image, the computer program product comprising a computer-readable medium containing computer program code for performing the steps of the method according to any of claims 1 to 4.
  • the invention concerns a graphics processing unit comprising code instructions for performing the method according to any of the previous claims.
  • the invention concerns a computer program product for computing shadows for an image, the computer program product comprising a computer-readable medium containing computer program code for performing the steps of the method according to the invention.
  • FIG. 1 represents an overview of a scene for which shadows have to be generated
  • FIG. 2 represents an algorithm of shadow mapping, with adaptive bias
  • - Figure 4 represents the aliasing phenomenon on surfaces
  • - Figure 5 represents a device implementing the method of shadow mapping, according to an embodiment of the invention.
  • the scene for which shadows have to be generated is represented.
  • the proposed method enables the generation of shadows in real-time.
  • a video game is played, according to the displacement of persons in a scene, guided by the user, the shadows have to be generated in real-time. Therefore, the method is advantageously executed thanks to a Graphics Processing unit, known under the acronym of GPU, on a computer or graphics processing board of a computer.
  • the GPU will execute the software instructions to execute the method which is disclosed hereafter.
  • the code instructions are stored on a computer-readable medium, such as a memory.
  • the method is based on the fact that a light source and a virtual camera are positioned in the scene.
  • a virtual camera 1 captures the scene according to a particular point of view, which gives as result an image 10 representative of the scene, for which shadows have to be generated.
  • a light source 2 is positioned as shown on figure 1.
  • a sphere 4 is located in the scene and represents an occluding object for an image 10. Some pixels of the image 10 are associated to points belonging to a plane surface 3, these pixels corresponding to the pixels of the image 10 through which points of of the plane surface are visible by the virtual camera 1.
  • the light source 2 projects light rays 5 which illuminate part of the sphere 4.
  • the image 10 comprises an array of pixels that represent a three- dimensional scene as viewed from a particular point of the virtual camera 1.
  • a depth map 6 is computed.
  • the depth map 6 includes an array of pixels, where instead of having a color value, each pixel has a depth value.
  • Each pixel in the depth map has coordinates (x sm , y sm ).
  • the depth value is defined with reference to a z-axis, which is normal to the depth-map.
  • the flowchart given in figure 2 is based on a real-time shadow-mapping algorithm but it is not limited to this method and the invention can be based on any shadow mapping-based technique.
  • steps E2 and E7 described later on are different.
  • a camera is positioned at the light source location, thanks to the facilities offered by virtual reality.
  • a step E2 the scene is rendered from the camera positioned at the light source location.
  • the distance d sm (x S m, ysm), visible on figure 1 with reference numeral 8, to each point which is visible from this camera position is stored in the shadow map.
  • the shadow map is a depth-map texture stored in a graphics memory.
  • a step E3 the rendering process is initialized and in the following steps the camera is located in its original position.
  • the user defines the bias b base which depends only on the scene scale. For instance, the value 0,1 is suitable for a scene which length unit is the meter.
  • a first pixel Pix as in the final image is chosen. All the pixels will be chosen one after the others. In other embodiments, depending on the processor capabilities, several pixels can be processed simultaneously.
  • the point P visible through pixel Pix is projected into the light space.
  • the light space corresponds to a representation of the scene (as represented in the image (10) as seen from the light source 2.
  • the distance d p from P to the light source is computed according to any method well known by the person skilled in the art, for example by using Euclidean distance. It is shown on figure 1 as reference numeral 9.
  • This light ray from the light source to the point P, crosses the depth map at pixel (1 1 ) of coordinates (x sm , y sm ) and the corresponding distance d sm (xsm, ysm) to the nearest occluder is fetched from the shadow map in a step E8.
  • an adaptive bias is computed. As shown in figure 4, in conventional methods, there is aliasing on surfaces. Aliasing artifacts tend to appear when the rendered surface gets tangent to the lighting direction.
  • the limited sampling rate yields zones in which points are successively labeled as lit or shadowed.
  • the bias value must be raised. Conversely, surfaces nearly perpendicular to the lighting direction do not require a high bias value.
  • a per-pixel bias adaptation function is defined. Given the user-defined base bias value b baS e which only depends on the scene scale, the actual bias b used to determine the shadowing is computed according to the following equation:
  • a test is performed.
  • D p represents the distance from the light source to the point P and D sm represents the distance from the light source to the shadow map.
  • P associated to the pixel Pix is labeled as a shadowed pixel.
  • P associated to the pixel Pix is labeled as a lit pixel.
  • step E13 in which a test is performed in order to check whether this is the last pixel of the scene. If yes, the whole scene has been processed, otherwise, one moves further to step E15, in which a next pixel is chosen and one moves back to step E6, and so on and so forth until all pixels have been reviewed (step E14).
  • Figure 5 illustrates schematically a hardware embodiment of a device 5 adapted for generating shadows in an image.
  • the device 5 corresponds for example to personal computer, to a laptop, to a game console or to any image processing unit.
  • the device 5 comprises following elements, linked together by an address and data bus 55:
  • microprocessor 51 or CPU
  • a graphical card 52 comprising: o several graphical processing units 520 (GPUs); o a graphical random access memory 521 ; - a non volatile memory such as ROM (Read Only Memory) 56;
  • RAM Random Access memory
  • I/O devices 54 such as for example a keyboard, a mouse, a webcam, and so on;
  • the device 5 also comprises a display device 53 such as a display screen directly connected to the graphical card 52 for notably displaying the rendering of images computed and composed in the graphical card, for example in real time.
  • the display device 53 is outside the device 5.
  • the word "register" used in the description of memories 52, 56 and 57 designates in each of the memories mentioned, a memory zone of low capacity (some binary data) as well as a memory zone of large capacity (enabling a whole programme to be stored or all or part of the data representative of computed data or data to be displayed).
  • the microprocessor 51 loads and runs the instructions of the algorithm comprised in RAM 57.
  • the memory RAM 57 comprises in particular: - in a register 570, a "prog" program loaded at power up of the device 5; - data 571 representative of the scene to be rendered.
  • Algorithms implementing the steps of the method of the invention are stored in memory GRAM 521 of the graphical card 52 associated to the device 5 implementing these steps.
  • GPUs 520 of the graphical card load these data in GRAM 521 and execute instructions of these algorithms under the form of micro-programs called "shaders" using HLSL language (High Level Shader Language), GLSL language (OpenGL Shading Language) for example.
  • HLSL language High Level Shader Language
  • GLSL language OpenGL Shading Language
  • the memory GRAM 421 comprises in particular: - in a register 5210, data representative of the scene to be rendered;
  • the adaptive bias 5213 computed for the pixel of the depth map associated to the visible point(s) P.
  • the power supply is outside the device 5.
  • the invention as described in the preferred embodiments is advantageously computed using a Graphics processing unit (GPU) on a graphics processing board.
  • GPU Graphics processing unit
  • the invention is also therefore implemented preferentially as software code instructions and stored on a computer-readable medium such as a memory (flash, SDRAM%), said instructions being read by a graphics processing unit.
  • a computer-readable medium such as a memory (flash, SDRAM%), said instructions being read by a graphics processing unit.

Landscapes

  • Engineering & Computer Science (AREA)
  • Computer Graphics (AREA)
  • Physics & Mathematics (AREA)
  • General Physics & Mathematics (AREA)
  • Theoretical Computer Science (AREA)
  • Image Generation (AREA)
  • Processing Or Creating Images (AREA)

Abstract

The invention concerns a method for generating shadows in an image (10) comprising the steps of : - Computing (E2) a depth-map (6) that comprises an array of pixels, wherein pixels in the depth-map (6) are associated to a single value corresponding to depth value (dsm) that indicates a depth from a light source (2) to a portion of nearest occluding object (4) visible through the pixel, - projecting (E6) a point (P) visible through a pixel (Pix) of said image (10) into a light space, the result of said projection being a pixel (11) of said depth-map (6), - calculating (E7) a distance (dp) between the said visible point (P) and the light source (2), - fetching (E8) the depth value (dsm) associated to said pixel (11) of depth-map (6), characterized in that it further comprises the steps of - computing (E9), for said pixel (Pix) of said image (10), an adaptive bias (b) as a function of a predetermined base bias (bbase) and a relationship between the normal (N) of a surface (3) on which the said visible point (P) is located and incident light direction (L) at said visible point (P), - comparing (E10) for said pixel (Pix) in the image (10), the distance (dp) between said visible point (P) and the light source (2) with the sum of the corresponding depth map value (dsm) and said adaptive bias (b), - labelling (E11, E12) said point (P) visible through said pixel (PiX) as lit or shadowed according to said comparison.

Description

Method for generating shadows in an image
The invention concerns a method for generating shadows in an image.
In graphics rendering, it is important to produce images that are realistic on a real-time basis. The basic difficulty in achieving total visual realism is the complexity of quickly and accurately representing real world visual effects. A scene can include a variety of textures, color gradations, reflections, translucency, and , most particularly, shadows. Shadows enhance the realism of an image because they give a two-dimensional (2D) image the appearance of being three-dimensional.
The generation of shadows is critical in games environment for instance as it has to be generated in real-time according to the movements in the scene which are guided by the games users.
In the past, there have been a number of different ways to determine how objects in a scene would cast shadows and how these shadows should be represented in the rendered image.
A common shadowing method, called shadow volumes is described in the document from F. Crow entitled "Shadow Algorithms for Computer Graphics" published in the proceedings of SIGGRAPH in 1977. In this document, the silhouette of shadow-casting objects is extruded to determine the shadowing. While this method provides high quality shadows, it is limited to simple scenes and is computationally intensive.
A more general technique for real-time shadow generation is described in the document from L. Williams entitled "Casting curved shadows on curved surfaces" published in the proceedings of SIGGRAPH in 1978.
While this method is very efficient and easy to implement, it suffers from sampling drawbacks due to the finite resolution of the shadow map: most of the time a single shadow map texel gets used in several pixels of the final image, yielding several aliasing artifacts. The most known artifact is the apparition of shadow blocks in the final image.
This artifact can typically be reduced using percentage-closer filtering disclosed in the article from M. Bunnell and F. Pellacini entitled "Shadow Map
Antialiasing" published in GPU Gems, Addison Wesley Edition in 2004, in which several shadow map texels are used to determine the percentage of lighting incoming to the point. Many other methods have been devised to reduce such aliasing artifacts by focusing the shadow map only on the visible parts of the scene. However all those methods are view-dependent, and hence require regenerating the shadow map for each movement of the user. Furthermore, the quality of the shadow map is not constant depending on the user location.
Another artifact is due both to the precision of the distance information and to the limited resolution of the map: the distance comparison may return erroneous values for occluding objects very close to each other, or on surfaces nearly tangent to the light direction. To overcome this problem, the user-defined bias value offsets the distance comparisons so that erroneous shadowing is removed. However, this results in an undesired shifting of the shadows. As a same bias value is used for rendering the entire scene, 'problematic' objects force a shifting of all the other shadows to avoid artifacts.
US 5,870,097 filed on January 27, 1996 in the name of Snyder, proposes a method for improving shadowing in a graphics rendering system.
It proposes an automatic calculation of a bias for shadow-mapping. However, the method proposed in this patent requires complex computations, and namely a computation of the distance from the source to the two closest surfaces.
The present invention proposes to solve at least one of these drawbacks. To this end, the present invention concerns a method for generating shadows in an image comprising the steps of: - Computing a depth-map that comprises an array of pixels, wherein pixels in the depth-map have a depth value that indicates a depth from the light source to a portion of the nearest occluding object visible through the pixel,
- projecting each point visible from a virtual camera into the light space, - calculating the distance between the said visible projected point and the light source,
- fetching the depth value in the depth-map corresponding to the light ray from the light source to said visible projected point.
The method further comprises the steps of - computing, for each pixel, an adaptive bias as a function of a predetermined base bias and the orientation of the surface on which the said visible point is located,
- comparing for each pixel in the image, the distance between said visible projected point and the light source with the sum of the corresponding depth map value and said adaptive bias,
- labelling said pixel as lit or shadowed according to said comparison.
Preferentially, said adaptive bias is dependant on said surface normal.
According to a preferred embodiment, said adaptive bias is defined as the division of said predetermined base bias by the dot product of the surface normal by the incident light direction.
Preferentially, said adaptive bias is limited to a maximum value.
According to a second aspect, the invention concerns also a graphics processing unit comprising code instructions for performing the method according to any of the previous claims.
According to a third aspect, the invention concerns also a computer program product for computing shadows for an image, the computer program product comprising a computer-readable medium containing computer program code for performing the steps of the method according to any of claims 1 to 4.
According to a second aspect, the invention concerns a graphics processing unit comprising code instructions for performing the method according to any of the previous claims.
According to a third aspect, the invention concerns a computer program product for computing shadows for an image, the computer program product comprising a computer-readable medium containing computer program code for performing the steps of the method according to the invention.
Other characteristics and advantages of the invention will appear through the description of a non-limiting embodiment of the invention, which will be illustrated, with the help of the enclosed drawings.
- Figure 1 represents an overview of a scene for which shadows have to be generated, - Figure 2 represents an algorithm of shadow mapping, with adaptive bias,
- Figure 3 represents the values used in the bias calculation according to a preferred embodiment of the invention,
- Figure 4 represents the aliasing phenomenon on surfaces; - Figure 5 represents a device implementing the method of shadow mapping, according to an embodiment of the invention.
On figure 1 , the scene for which shadows have to be generated is represented. The proposed method enables the generation of shadows in real-time. When a video game is played, according to the displacement of persons in a scene, guided by the user, the shadows have to be generated in real-time. Therefore, the method is advantageously executed thanks to a Graphics Processing unit, known under the acronym of GPU, on a computer or graphics processing board of a computer. The GPU will execute the software instructions to execute the method which is disclosed hereafter. The code instructions are stored on a computer-readable medium, such as a memory.
The method is based on the fact that a light source and a virtual camera are positioned in the scene. One embodiment is shown on figure 1. A virtual camera 1 captures the scene according to a particular point of view, which gives as result an image 10 representative of the scene, for which shadows have to be generated. A light source 2 is positioned as shown on figure 1. A sphere 4 is located in the scene and represents an occluding object for an image 10. Some pixels of the image 10 are associated to points belonging to a plane surface 3, these pixels corresponding to the pixels of the image 10 through which points of of the plane surface are visible by the virtual camera 1. The light source 2 projects light rays 5 which illuminate part of the sphere 4. The image 10 comprises an array of pixels that represent a three- dimensional scene as viewed from a particular point of the virtual camera 1. For a given light source 2, a depth map 6 is computed. The depth map 6 includes an array of pixels, where instead of having a color value, each pixel has a depth value. Each pixel in the depth map has coordinates (xsm, ysm). In one embodiment, the depth value is defined with reference to a z-axis, which is normal to the depth-map.
The flowchart given in figure 2 is based on a real-time shadow-mapping algorithm but it is not limited to this method and the invention can be based on any shadow mapping-based technique.
In the case of perspective shadow mapping methods, steps E2 and E7 described later on are different.
In a step E1 , a camera is positioned at the light source location, thanks to the facilities offered by virtual reality.
In a step E2, the scene is rendered from the camera positioned at the light source location. The distance dsm (xSm, ysm), visible on figure 1 with reference numeral 8, to each point which is visible from this camera position is stored in the shadow map. The shadow map is a depth-map texture stored in a graphics memory.
In a step E3, the rendering process is initialized and in the following steps the camera is located in its original position. In a step E4, the user defines the bias bbase which depends only on the scene scale. For instance, the value 0,1 is suitable for a scene which length unit is the meter.
In a step E5 a first pixel Pix as in the final image is chosen. All the pixels will be chosen one after the others. In other embodiments, depending on the processor capabilities, several pixels can be processed simultaneously. In a step E6, the point P visible through pixel Pix is projected into the light space. The light space corresponds to a representation of the scene (as represented in the image (10) as seen from the light source 2.
In a step E7, the distance dp from P to the light source is computed according to any method well known by the person skilled in the art, for example by using Euclidean distance. It is shown on figure 1 as reference numeral 9.
This light ray, from the light source to the point P, crosses the depth map at pixel (1 1 ) of coordinates (xsm, ysm) and the corresponding distance dsm (xsm, ysm) to the nearest occluder is fetched from the shadow map in a step E8.
In a step E9, an adaptive bias is computed. As shown in figure 4, in conventional methods, there is aliasing on surfaces. Aliasing artifacts tend to appear when the rendered surface gets tangent to the lighting direction.
As each pixel of the shadow map stores the distance to the point visible in the middle of the pixel, the limited sampling rate yields zones in which points are successively labeled as lit or shadowed.
To remove the artifacts, the bias value must be raised. Conversely, surfaces nearly perpendicular to the lighting direction do not require a high bias value.
According to the present embodiment of the invention, based on the surface orientation at each visible point, a per-pixel bias adaptation function is defined. Given the user-defined base bias value bbaSe which only depends on the scene scale, the actual bias b used to determine the shadowing is computed according to the following equation:
b = bbase /max(ε, -(N.L) )
where '.' is the vector dot product operator, /V is the surface normal, L is the incident light direction and ε is a minimum value, typically 0.05, to prevent the bias value to go to infinity when Λ/ gets nearly perpendicular to L Figure 3 illustrates this by showing the L and N representations. The more the vectors -L and N are close to colineahty, i.e. the angle formed by vectors -L and N is narrow, the lower the value of the adaptive bias b is, i.e. the value of the adaptive bias b is close to the base bias bbase- Indeed, in such a case, the uncertainty related to the characteristic shadowed or lit of the pixel is low, therefore the tolerance in the depth comparison is low. The more the vectors -L and N are close to orthogonality, i.e. the angle formed by vectors - L and N is open, the higher the value of the adaptive bias b is, i.e. the value of the adaptive bias b is high (for example up to 20 times the value of bbase) and, in such a case, the uncertainty related to the characteristic shadowed or lit of the pixel is high. The tolerance in the depth comparison is then high.
In a step E10, a test is performed. Dp represents the distance from the light source to the point P and Dsm represents the distance from the light source to the shadow map.
If dp ≥ dsm +b , then one moves forward to a step E1 1 in which the point
P associated to the pixel Pix is labeled as a shadowed pixel.
If dp < dsm +b , then one moves forward to a step E12 in which the point
P associated to the pixel Pix is labeled as a lit pixel.
Then one moves further to step E13, in which a test is performed in order to check whether this is the last pixel of the scene. If yes, the whole scene has been processed, otherwise, one moves further to step E15, in which a next pixel is chosen and one moves back to step E6, and so on and so forth until all pixels have been reviewed (step E14).
When all the pixels of the image have been labeled either lit or shadowed, an image processing method is performed on these pixels to respectively light or shadow them. Figure 5 illustrates schematically a hardware embodiment of a device 5 adapted for generating shadows in an image. The device 5 corresponds for example to personal computer, to a laptop, to a game console or to any image processing unit. The device 5 comprises following elements, linked together by an address and data bus 55:
- a microprocessor 51 (or CPU);
- a graphical card 52 comprising: o several graphical processing units 520 (GPUs); o a graphical random access memory 521 ; - a non volatile memory such as ROM (Read Only Memory) 56;
- a RAM (Random Access memory) 57;
- one or several Input/Output (I/O) devices 54, such as for example a keyboard, a mouse, a webcam, and so on;
- a power supply 58. The device 5 also comprises a display device 53 such as a display screen directly connected to the graphical card 52 for notably displaying the rendering of images computed and composed in the graphical card, for example in real time. According to a variant, the display device 53 is outside the device 5. It is noted that the word "register" used in the description of memories 52, 56 and 57 designates in each of the memories mentioned, a memory zone of low capacity (some binary data) as well as a memory zone of large capacity (enabling a whole programme to be stored or all or part of the data representative of computed data or data to be displayed). When powered up, the microprocessor 51 loads and runs the instructions of the algorithm comprised in RAM 57.
The memory RAM 57 comprises in particular: - in a register 570, a "prog" program loaded at power up of the device 5; - data 571 representative of the scene to be rendered.
Algorithms implementing the steps of the method of the invention are stored in memory GRAM 521 of the graphical card 52 associated to the device 5 implementing these steps. When powered up and once the data 571 representative of the scene have been loaded in RAM 57, GPUs 520 of the graphical card load these data in GRAM 521 and execute instructions of these algorithms under the form of micro-programs called "shaders" using HLSL language (High Level Shader Language), GLSL language (OpenGL Shading Language) for example.
The memory GRAM 421 comprises in particular: - in a register 5210, data representative of the scene to be rendered;
- depth values 5211 comprised in the depth-map;
- distance dp 5212 between a visible point P and the light source 2, for one or several points P;
- the adaptive bias 5213 computed for the pixel of the depth map associated to the visible point(s) P.
According to a variant, the power supply is outside the device 5.
The invention as described in the preferred embodiments is advantageously computed using a Graphics processing unit (GPU) on a graphics processing board.
The invention is also therefore implemented preferentially as software code instructions and stored on a computer-readable medium such as a memory (flash, SDRAM...), said instructions being read by a graphics processing unit.
The foregoing description of the embodiments of the invention has been presented for the purposes of illustration and description. It is not intended to be exhaustive or to limit the invention to the precise form disclosed. Persons skilled in the relevant art can appreciate that many modifications and variations are possible in light of the above teaching. It is therefore intended that the scope of the invention is not limited by this detailed description, but rather by the claims appended hereto.

Claims

Claims
1. Method for generating shadows in an image (10), intended to be implemented in an image processing unit, comprising the steps of:
- Computing (E2) a depth-map (6) that comprises an array of pixels, wherein pixels in the depth-map (6) are associated to a single value corresponding to depth value (dsm) that indicates a depth from a light source (2) to a portion of nearest occluding object (4) visible through the pixel,
- projecting (E6) a point (P) visible through a pixel (Pix) of said image (10) into a light space, the result of said projection being a pixel (1 1 ) of said depth-map (6),
- calculating (E7) a distance (dp) between the said visible point (P) and the light source (2),
- fetching (E8) the depth value (dsm) associated to said pixel (1 1 ) of depth-map (6), characterized in that it further comprises the steps of
- computing (E9), for said pixel (Pix) of said image (10), an adaptive bias (b) as a function of a predetermined base bias (bbase) and a relationship between the normal (N) of a surface (3) on which the said visible point (P) is located and incident light direction (L) at said visible point (P),
- comparing (E10) for said pixel (Pix) in the image (10), the distance (dp) between said visible point (P) and the light source (2) with the sum of the corresponding depth map value (dsm) and said adaptive bias (b),
- labelling (E1 1 , E12) said point (P) visible through said pixel (PJX) as lit or shadowed according to said comparison.
2. Method according to claim 1 , characterized in that said adaptive bias (b) is computed by dividing said predetermined base bias (bbase) by the dot product of the surface normal (N) and the incident light direction (L).
3. Method according to any of the previous claim, characterized in that said adaptive bias (b) is limited to a maximum value.
4. Graphics processing unit comprising means for executing code instructions for performing the method according to any of the previous claims.
5. A computer-readable medium storing computer-executable instructions performing all the steps of the method according to any of claims 1 to 4 when executed on a computer.
PCT/EP2010/053976 2009-03-27 2010-03-26 Method for generating shadows in an image WO2010109002A1 (en)

Priority Applications (4)

Application Number Priority Date Filing Date Title
US13/138,652 US9569884B2 (en) 2009-03-27 2010-03-26 Method for generating shadows in an image
JP2012501313A JP5437475B2 (en) 2009-03-27 2010-03-26 Shading generation method for images
CN201080015184.9A CN102365657B (en) 2009-03-27 2010-03-26 Method for generating shadows in an image
EP10710352A EP2411967B1 (en) 2009-03-27 2010-03-26 Method for generating shadows in an image

Applications Claiming Priority (2)

Application Number Priority Date Filing Date Title
EP09364002.7 2009-03-27
EP09364002A EP2234069A1 (en) 2009-03-27 2009-03-27 Method for generating shadows in an image

Publications (1)

Publication Number Publication Date
WO2010109002A1 true WO2010109002A1 (en) 2010-09-30

Family

ID=40853814

Family Applications (1)

Application Number Title Priority Date Filing Date
PCT/EP2010/053976 WO2010109002A1 (en) 2009-03-27 2010-03-26 Method for generating shadows in an image

Country Status (6)

Country Link
US (1) US9569884B2 (en)
EP (2) EP2234069A1 (en)
JP (1) JP5437475B2 (en)
KR (1) KR101652141B1 (en)
CN (1) CN102365657B (en)
WO (1) WO2010109002A1 (en)

Families Citing this family (17)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
FR2988891A1 (en) * 2012-03-29 2013-10-04 Thomson Licensing METHOD FOR ESTIMATING OPACITY LEVEL IN A SCENE AND CORRESPONDING DEVICE
JP2015119277A (en) * 2013-12-17 2015-06-25 オリンパスイメージング株式会社 Display apparatus, display method, and display program
CN104134230B (en) * 2014-01-22 2015-10-28 腾讯科技(深圳)有限公司 A kind of image processing method, device and computer equipment
US10083541B2 (en) 2014-03-13 2018-09-25 Imagination Technologies Limited Object illumination in hybrid rasterization and ray traced 3-D rendering
US10229526B2 (en) 2014-03-13 2019-03-12 Imagination Technologies Limited Rendering of soft shadows
CN104951036B (en) * 2014-03-27 2017-12-15 腾讯科技(深圳)有限公司 A kind of interface method of adjustment and terminal
US9530244B2 (en) 2014-11-11 2016-12-27 Intergraph Corporation Method and apparatus for shadow estimation and spreading
US10311629B2 (en) * 2016-01-22 2019-06-04 Intel Corporation Level of detail selection during ray tracing
CN106530387A (en) * 2016-11-29 2017-03-22 国家电网公司 Variance shadow optimization method
EP3590096A4 (en) 2017-03-03 2020-12-23 Intergraph Corporation Shadow casting for an elevation data grid
WO2019031259A1 (en) * 2017-08-08 2019-02-14 ソニー株式会社 Image processing device and method
JP6487578B1 (en) * 2018-01-05 2019-03-20 株式会社スクウェア・エニックス Program, recording medium, and shadow drawing method
CN109447925B (en) * 2018-09-28 2021-07-09 Oppo广东移动通信有限公司 Image processing method and device, storage medium and electronic equipment
JP7479840B2 (en) 2019-12-27 2024-05-09 キヤノン株式会社 Image processing device, image processing method, and program
CN111145330B (en) * 2019-12-31 2023-06-30 广州方硅信息技术有限公司 Human model rendering method and device, electronic equipment and storage medium
CN111292408B (en) * 2020-01-21 2022-02-01 武汉大学 Shadow generation method based on attention mechanism
CN111815750A (en) * 2020-06-30 2020-10-23 深圳市商汤科技有限公司 Method and device for polishing image, electronic equipment and storage medium

Citations (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US5742749A (en) * 1993-07-09 1998-04-21 Silicon Graphics, Inc. Method and apparatus for shadow generation through depth mapping
US5870097A (en) 1995-08-04 1999-02-09 Microsoft Corporation Method and system for improving shadowing in a graphics rendering system
US7119806B1 (en) * 2000-05-31 2006-10-10 Nvidia Corporation System, method and article of manufacture for shadow mapping

Family Cites Families (19)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US5377313A (en) * 1992-01-29 1994-12-27 International Business Machines Corporation Computer graphics display method and system with shadow generation
US5739820A (en) * 1992-11-19 1998-04-14 Apple Computer Inc. Method and apparatus for specular reflection shading of computer graphic images
US5880736A (en) 1997-02-28 1999-03-09 Silicon Graphics, Inc. Method system and computer program product for shading
US6791544B1 (en) 2000-04-06 2004-09-14 S3 Graphics Co., Ltd. Shadow rendering system and method
US6664963B1 (en) * 2000-05-31 2003-12-16 Nvidia Corporation System, method and computer program product for programmable shading using pixel shaders
US6593923B1 (en) * 2000-05-31 2003-07-15 Nvidia Corporation System, method and article of manufacture for shadow mapping
US6760024B1 (en) * 2000-07-19 2004-07-06 Pixar Method and apparatus for rendering shadows
US20030076320A1 (en) * 2001-10-18 2003-04-24 David Collodi Programmable per-pixel shader with lighting support
US7075530B2 (en) * 2003-02-27 2006-07-11 International Business Machines Corporation Fast lighting processors
US7106326B2 (en) * 2003-03-03 2006-09-12 Sun Microsystems, Inc. System and method for computing filtered shadow estimates using reduced bandwidth
US20040239673A1 (en) * 2003-05-30 2004-12-02 Schmidt Karl Johann Rendering soft shadows using depth maps
US7924281B2 (en) 2005-03-09 2011-04-12 Ati Technologies Ulc System and method for determining illumination of a pixel by shadow planes
US7969438B2 (en) * 2007-01-23 2011-06-28 Pacific Data Images Llc Soft shadows for cinematic lighting for computer graphics
US8189003B2 (en) * 2007-05-08 2012-05-29 Dreamworks Animation Llc System and method for rendering computer graphics utilizing a shadow illuminator
CN101055645B (en) * 2007-05-09 2010-05-26 北京金山软件有限公司 A shade implementation method and device
JP5007633B2 (en) * 2007-09-04 2012-08-22 株式会社セガ Image processing program, computer-readable recording medium storing the program, image processing apparatus, and image processing method
CN100468462C (en) * 2007-09-26 2009-03-11 腾讯科技(深圳)有限公司 Shadows plotting method and rendering device thereof
US8471853B2 (en) * 2007-10-26 2013-06-25 Via Technologies, Inc. Reconstructable geometry shadow mapping method
CN101393651A (en) * 2008-11-07 2009-03-25 北京航空航天大学 View field driving real-time shadow method

Patent Citations (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US5742749A (en) * 1993-07-09 1998-04-21 Silicon Graphics, Inc. Method and apparatus for shadow generation through depth mapping
US5870097A (en) 1995-08-04 1999-02-09 Microsoft Corporation Method and system for improving shadowing in a graphics rendering system
US7119806B1 (en) * 2000-05-31 2006-10-10 Nvidia Corporation System, method and article of manufacture for shadow mapping

Non-Patent Citations (5)

* Cited by examiner, † Cited by third party
Title
F. CROW: "Shadow Algorithms for Computer Graphics", PROCEEDINGS OF SIGGRAPH, 1977
FOLEY C ET AL: "Computer graphics: principles and practice second edition (pages 721-731)", COMPUTER GRAPHICS: PRINCIPLES AND PRACTICE, XX, XX, 1 January 1996 (1996-01-01), pages 721 - 731, XP008107775 *
L. WILLIAMS: "Casting curved shadows on curved surfaces", PROCEEDINGS OF SIGGRAPH, 1978
M. BUNNELL; F. PELLACINI: "GPU Gems", 2004, ADDISON WESLEY, article "Shadow Map Antialiasing"
SCHÜLER ET AL: "Eliminating Surface Acne with Gradient Shadow Mapping", SHADERX4. ADVANCED RENDERING TECHNIQUES, CHARLES RIVER MEDIA, INC, HINGHAM, MASSACHUSETTS, 12 January 2006 (2006-01-12), pages 289 - 297, XP009120714, ISBN: 978-1-58450-425-2 *

Also Published As

Publication number Publication date
EP2411967A1 (en) 2012-02-01
JP5437475B2 (en) 2014-03-12
EP2411967B1 (en) 2013-01-23
US20120001911A1 (en) 2012-01-05
KR101652141B1 (en) 2016-08-29
EP2234069A1 (en) 2010-09-29
CN102365657B (en) 2014-09-17
KR20120002578A (en) 2012-01-06
US9569884B2 (en) 2017-02-14
JP2012522283A (en) 2012-09-20
CN102365657A (en) 2012-02-29

Similar Documents

Publication Publication Date Title
EP2411967B1 (en) Method for generating shadows in an image
Szirmay‐Kalos et al. Displacement Mapping on the GPU—State of the Art
McGuire et al. Hardware-accelerated global illumination by image space photon mapping
US20100231583A1 (en) Image processing apparatus, method and program
McGuire et al. Fast, practical and robust shadows
US6791544B1 (en) Shadow rendering system and method
Koster et al. Real-time rendering of human hair using programmable graphics hardware
Policarpo et al. Deferred shading tutorial
KR20070008707A (en) Graphics pipeline for rendering graphics
Zhang et al. Volumetric shadows using splatting
Qu et al. Ray tracing height fields
Schäfer et al. Real-Time Deformation of Subdivision Surfaces from Object Collisions.
Stewart et al. Pixelview: A view-independent graphics rendering architecture
Bernik et al. Generating Terrain And Hi Details Using Texture Maps
Coombe et al. Global illumination using progressive refinement radiosity
Hanák Real-time snow deformation
Halli et al. Per-pixel displacement mapping using cone tracing
KR0153664B1 (en) 3d object generator in a graphic system
Tamura et al. Deferred shadowing for real‐time rendering of dynamic scenes under environment illumination
Leshonkov et al. Real-time Rendering of Small-scale Volumetric Structure on Animated Surfaces
McGraw et al. Hardware accelerated per-texel ambient occlusion mapping
Ravindra Simulation of water using opengl/jogl
Kastrati et al. Selective Rasterized Ray-traced Reflections on the GPU.
Frid Kastrati et al. Selective rasterized ray-traced reflections on the GPU
Es Accelerated ray tracing using programmable graphics pipelines

Legal Events

Date Code Title Description
WWE Wipo information: entry into national phase

Ref document number: 201080015184.9

Country of ref document: CN

121 Ep: the epo has been informed by wipo that ep was designated in this application

Ref document number: 10710352

Country of ref document: EP

Kind code of ref document: A1

WWE Wipo information: entry into national phase

Ref document number: 13138652

Country of ref document: US

WWE Wipo information: entry into national phase

Ref document number: 2012501313

Country of ref document: JP

ENP Entry into the national phase

Ref document number: 20117022706

Country of ref document: KR

Kind code of ref document: A

NENP Non-entry into the national phase

Ref country code: DE

WWE Wipo information: entry into national phase

Ref document number: 2010710352

Country of ref document: EP