Basic Shadow Mapping

Shadow Mapping | Thursday 23 October 2008 1:28 am

Shadow mapping works in that it checks if a point is visible from the light or not. If a point is visible from the light then it’s obviously not in shadow, otherwise it is. The basic shadow mapping algorithm can be described as short as this:

  1. Render the scene from the lights view and store the depths as shadow map
  2. Render the scene from the camera and compare the depths, if the current fragments depth is greater than the shadow depth then the fragment is in shadow
Shadow mapping example

It’s the implementation of it that is hard.

The two big problem areas with shadow mapping:

  • Hard to select an appropriate bias (epsilon)
  • Hard to get rid of artifacts at shadow edges

Projective texturing ( the method used to transform the fragment depth to the light space (where the shadow map is) for comparision)
http://developer.nvidia.com/object/Projective_Texture_Mapping.html
http://en.wikipedia.org/wiki/Projective_texture_mapping

OpenGL fixed-function pipeline implementation of shadow mapping:
http://www.paulsprojects.net/tutorials/smt/smt.html

A GLSL implementation of shadow mapping (in one of the posts)
http://www.gamedev.net/community/forums/topic.asp?topic_id=316147

Another GLSL shadow mapping shader:
http://sombermoon.com/shadowmappingdoc.html

DirectX9 shadow mapping example with source
http://msdn.microsoft.com/en-us/library/bb147372(VS.85).aspx

Nvidias implementation of shadow mapping with source for both OpenGL and DirectX.
http://developer.nvidia.com/object/hwshadowmap_paper.html

Shadow mapping in XNA
http://www.riemers.net/eng/Tutorials/DirectX/Csharp/Series3/Shadow_mapping.php
http://msdn.microsoft.com/en-us/library/bb975671.aspx

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Instancing

Optimizations | Tuesday 21 October 2008 11:37 pm

Instancing is a new way to offload the CPU from some work when rendering many copies of the same geometry.  It does it by reducing the overhead of drawing multiple copies of the same vertex buffer.

In OpenGL it’s only fast to use instancing when the instanced mesh consists of very few triangles.

Nvidias instancing demo, here with 136499 meshes rendered at once with 24 triangles per mesh. It runs at 20 fps stable on a GeForce 8800 GTS. (left image is all objects viewed from far away, right is zoomed in)

Instancing

A image from Microsofts DirectX10 instancing demo

Instancing

Some test made that shows when to use instancing and when not
http://www.ozone3d.net/blogs/lab/?p=87

HLSL instancing (therefore DirectX)
http://developer.download.nvidia.com/SDK/9.5/Samples/DEMOS/Direct3D9/
src/HLSL_Instancing/docs/HLSL_Instancing.pdf

Nvidias DirectX10 implementation of instancing
http://developer.download.nvidia.com/SDK/10.5/direct3d/Source/InstancingTests/
doc/InstancingTests.pdf

Microsofts DirectX9 instancing sample
http://msdn.microsoft.com/en-us/library/bb174602(VS.85).aspx

Microsofts DirectX10 instancing sample
http://msdn.microsoft.com/en-us/library/bb205317(VS.85).aspx

An OpenGL implementation of a pseduo-instancing (recommended for old hardware).
http://http.download.nvidia.com/developer/SDK/Individual_Samples/
DEMOS/OpenGL/src/glsl_pseudo_instancing/docs/glsl_pseudo_instancing.pdf

OpenGL instancing:
http://www.opengl.org/registry/specs/EXT/draw_instanced.txt

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Gaussian Blur Filter Shader

Image Enhancements | Saturday 11 October 2008 9:01 pm

There are different ways to perform blur and this is one of the most common way to do it in a shader. It’s a two step method with first a horizontal blur and then a vertical blur. By splitting the work in two directions (two passes) you can save a lot of computation.

The method can be divided in the following parts:

  1. Render the scene you want to blur to a texture (could be downsampled)
  2. Render a screen aligned quad with the horizontal blur shader to a texture
  3. Render a screen aligned quad with the vertical blur shader to the screen or texture depending on what you want to use it for

The following image shows how the blur works when splitted up in two directions.

Separable blur filter

Here’s the horizontal blur shader.

Vertex Shader (GLSL) . This shader screen align a quad with width 1. Any method to render a screen aligned quad will work. So you’re free to use other shaders.

varying vec2 vTexCoord;
 
// remember that you should draw a screen aligned quad
void main(void)
{
   gl_Position = ftransform();;
  
   // Clean up inaccuracies
   vec2 Pos;
   Pos = sign(gl_Vertex.xy);
 
   gl_Position = vec4(Pos, 0.0, 1.0);
   // Image-space
   vTexCoord = Pos * 0.5 + 0.5;
}

Fragment Shader (GLSL) 

uniform sampler2D RTScene; // the texture with the scene you want to blur
varying vec2 vTexCoord;
 
const float blurSize = 1.0/512.0; // I've chosen this size because this will result in that every step will be one pixel wide if the RTScene texture is of size 512x512
 
void main(void)
{
   vec4 sum = vec4(0.0);
 
   // blur in y (vertical)
   // take nine samples, with the distance blurSize between them
   sum += texture2D(RTScene, vec2(vTexCoord.x - 4.0*blurSize, vTexCoord.y)) * 0.05;
   sum += texture2D(RTScene, vec2(vTexCoord.x - 3.0*blurSize, vTexCoord.y)) * 0.09;
   sum += texture2D(RTScene, vec2(vTexCoord.x - 2.0*blurSize, vTexCoord.y)) * 0.12;
   sum += texture2D(RTScene, vec2(vTexCoord.x - blurSize, vTexCoord.y)) * 0.15;
   sum += texture2D(RTScene, vec2(vTexCoord.x, vTexCoord.y)) * 0.16;
   sum += texture2D(RTScene, vec2(vTexCoord.x + blurSize, vTexCoord.y)) * 0.15;
   sum += texture2D(RTScene, vec2(vTexCoord.x + 2.0*blurSize, vTexCoord.y)) * 0.12;
   sum += texture2D(RTScene, vec2(vTexCoord.x + 3.0*blurSize, vTexCoord.y)) * 0.09;
   sum += texture2D(RTScene, vec2(vTexCoord.x + 4.0*blurSize, vTexCoord.y)) * 0.05;
 
   gl_FragColor = sum;
}

And here’s the vertical blur shader.

Vertex Shader (GLSL) (the same as for the blur in horizontal direction)

varying vec2 vTexCoord;
 
// remember that you should draw a screen aligned quad
void main(void)
{
   gl_Position = ftransform();;
  
   // Clean up inaccuracies
   vec2 Pos;
   Pos = sign(gl_Vertex.xy);
 
   gl_Position = vec4(Pos, 0.0, 1.0);
   // Image-space
   vTexCoord = Pos * 0.5 + 0.5;
}

Fragment Shader (GLSL) 

uniform sampler2D RTBlurH; // this should hold the texture rendered by the horizontal blur pass
varying vec2 vTexCoord;
 
const float blurSize = 1.0/512.0;
 
void main(void)
{
   vec4 sum = vec4(0.0);
 
   // blur in y (vertical)
   // take nine samples, with the distance blurSize between them
   sum += texture2D(RTBlurH, vec2(vTexCoord.x, vTexCoord.y - 4.0*blurSize)) * 0.05;
   sum += texture2D(RTBlurH, vec2(vTexCoord.x, vTexCoord.y - 3.0*blurSize)) * 0.09;
   sum += texture2D(RTBlurH, vec2(vTexCoord.x, vTexCoord.y - 2.0*blurSize)) * 0.12;
   sum += texture2D(RTBlurH, vec2(vTexCoord.x, vTexCoord.y - blurSize)) * 0.15;
   sum += texture2D(RTBlurH, vec2(vTexCoord.x, vTexCoord.y)) * 0.16;
   sum += texture2D(RTBlurH, vec2(vTexCoord.x, vTexCoord.y + blurSize)) * 0.15;
   sum += texture2D(RTBlurH, vec2(vTexCoord.x, vTexCoord.y + 2.0*blurSize)) * 0.12;
   sum += texture2D(RTBlurH, vec2(vTexCoord.x, vTexCoord.y + 3.0*blurSize)) * 0.09;
   sum += texture2D(RTBlurH, vec2(vTexCoord.x, vTexCoord.y + 4.0*blurSize)) * 0.05;
 
   gl_FragColor = sum;
}

And this is a scene without blur.

Scene before bluring

And this is the same scene but with gaussian blur.

Blured Scene

You can tweak the blur radius to change the size of the blur and change the number of samples in each direction.

Cost for separable blur shader : 9+9 = 18 (number of texture samples)
Cost for shader if blured in one pass: 9*9 = 81 (number of texture samples)
So splitting up in two directions saves a lot.

The gaussian weights are calculated accordingly to the gaussian function with standard deviation of 2.7. These calculations were done in the excel document found [2].

Here’s a description of blur shaders and other image processing shaders in DirectX:
[1] http://ati.amd.com/developer/shaderx/ShaderX2_AdvancedImageProcessing.pdf

More info about calculating weights for separable gaussian blur:
[2] http://theinstructionlimit.com/?p=40

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Shader Programming Guides

Shaders | Thursday 9 October 2008 5:16 pm

Here are some links to a couple of quick guides and references that’s useful when writing shaders.

The OpenGL GLSL shader language Quick Reference Guide.
http://www.opengl.org/sdk/libs/OpenSceneGraph/glsl_quickref.pdf

The full specification of GLSL 1.20.8.
http://www.opengl.org/registry/doc/GLSLangSpec.Full.1.20.8.pdf

The full specification of GLSL 1.30.08
http://www.opengl.org/registry/doc/GLSLangSpec.Full.1.30.08.pdf

GPU Programming guide from Nvidia for both OpenGL and DirectX.
http://developer.download.nvidia.com/GPU_Programming_Guide/GPU_Programming_Guide.pdf

Guide to write shaders in DirectX9 in HLSL
http://msdn.microsoft.com/en-us/library/bb944006(VS.85).aspx

Guide to write shaders in DirectX10 in HLSL
http://msdn.microsoft.com/en-us/library/bb509703(VS.85).aspx

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