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Procedural modeling and shadow mapping

Computer Graphics

CSE 167

Lecture 15

CSE 167: Computer graphics

• Procedural modeling

– Height fields

– Fractals

• L-systems

– Shape grammar

• Shadow mapping

CSE 167, Winter 2020 2Based on slides courtesy of Jurgen Schulze

3D modeling

• Definition: creating 3D objects/scenes and defining their appearance (texture etc.)

• Previous methods covered in this course– Triangle meshes– Curves– Surface patches

• Interactive modeling– Manually place vertices and/or control points

• Realistic scenes are extremely complex models containing millions or billions of primitives

CSE 167, Winter 2020 3

3D modeling

• Data driven modeling– Scan model geometry from

real world examples• Use 3D scanners or similar

devices

• Use photographs as textures

• Procedural modeling– Construct 3D models

and/or textures algorithmically

CSE 167, Winter 2020 4

Photograph Rendering[Levoy et al.]

Procedural modeling

• Wide variety of techniques for algorithmic model creation

• Used to create models too complex (or tedious) to build manually– Terrain, clouds– Plants, ecosystems– Buildings, cities

• Usually defined by a small set of data, or rules, that describes the overall properties of the model– Example: tree defined by branching

properties and leaf shapes

• Model is constructed by an algorithm– Often includes randomness to add variety– For example, a single tree pattern can be

used to model an entire forest

CSE 167, Winter 2020 5

[Deussen et al.]

Procedural modeling

• Example: No Man’s Sky– Players are free to perform within the entirety of a procedurally generated

deterministic open world universe, which includes over 18 quintillion planets. Through the game's procedural generation system, planets have their own ecosystems with unique forms of flora and fauna, and various sentient alien species may engage the player in combat or trade within planetary systems.

https://www.youtube.com/watch?v=nLtmEjqzg7M

CSE 167, Winter 2020 6

Procedural modeling

• Use some sort of randomness to make models more interesting, natural, less uniform

• Pseudorandom number generation algorithms– Produce a sequence of (apparently) random numbers based on some initial

seed value– rand() generates random number between 0 and 1

• Pseudorandom sequences are repeatable, as one can always reset the sequence– srand(seed) initializes the random number generator– If the seed value is changed, a different sequence of numbers will be

generated– Non-repeatable sequences can be generated with

srand((unsigned)time(NULL));

• Note: rand() is not recommended for serious random-number generation needs. It is recommended to use C++11's random number generation facilities to replace rand(). See documentation for <random>

CSE 167, Winter 2020 7

Procedural modeling

• Height fields

• Fractals

– L-systems

• Shape grammar

CSE 167, Winter 2020 8

Height fields

• Landscapes are often constructed as height fields

• Regular grid on the ground plane

• Store a height value at each point

• Can store large terrain in memory – No need to store all grid coordinates: inherent connectivity

• Shape terrain by operations that modify the height at each grid point

• Height can be generated from grayscale values– Allows using image processing tools to create terrain

height

CSE 167, Winter 2020 9

Midpoint displacement algorithm

• Random midpoint displacement algorithm (one-dimensional)

• Similar for triangles, quadrilaterals

CSE 167, Winter 2020 10

Result: Mountain Range

Step 1

Step 2

Step 3

Start with single horizontal line segment.Repeat for sufficiently large number of times{

Repeat over each line segment in scene{

Find midpoint of line segment.Displace midpoint in Y by random amount. Reduce range for random numbers.

} }

Step 0

Diamond square algorithm

• Begins with a 2D array of width and height 2n + 1• Four corner points must be set to initial values• Iteratively perform diamond and square steps

– Diamond step• For each square in the array, set the midpoint of that square to be the average

of the four corner points plus a random value.

– Square step• For each diamond in the array, set the midpoint of that diamond to be the

average of the four corner points plus a random value

• At each iteration, reduce the magnitude of the random value

CSE 167, Winter 2020 11

Diamond square algorithm

https://www.youtube.com/watch?v=9HJKrctqIJI

CSE 167, Winter 2020 12

Fractals

• Definition: a curve or geometric figure, each part of which has the same statistical character as the whole

• Fractals are useful in modeling naturally occurring structures (e.g., eroded coastlines, snowflakes) in which similar patterns recur at progressively smaller scales, and in describing partly random or chaotic phenomena such as crystal growth, fluid turbulence, and galaxy formation

CSE 167, Winter 2020 13

From Wikipedia

Mandelbrot set

• Z and C are complex numbers

• Initialize Z with 0 + 0i• Pick any C and iterate Z

• If C is diverging to infinity, then it is not part of the Mandelbrot set; otherwise, it is

CSE 167, Winter 2020 14

Demo: http://www.scale18.com/canvas2.html

Fractals

• The Hardest Mandelbrot Zoom in 2017 –New record, 750,000,000 iterations

https://www.youtube.com/watch?v=aSg2Db3jF_4

CSE 167, Winter 2020 15

Fractals

• A fractal with a boxlike shape found by Tom Lowe in 2010• Defined in a similar way to the Mandelbrot set• Can be defined in any number of dimensions, typically

drawn in three dimensions for illustrative purposeshttps://www.youtube.com/watch?v=0clz6WLfWaY

CSE 167, Winter 2020 16

Fractals

• Trip inside a 3D fractal (Kleinian) GPU realtimerendering

https://www.youtube.com/watch?v=XIzScwydxOE

CSE 167, Winter 2020 17

Fractal landscapes

• Add textures, material properties and use a nice rendering algorithm

• Example: Terragen Free (no cost version)https://planetside.co.uk/

CSE 167, Winter 2020 18http://planetside.co.uk/terragen-image-gallery/

L-systems

• Developed by biologist Aristid Lindenmayer in 1968 to study growth patterns of algae

• Defined by grammar

– V alphabet, set of symbols that can be replaced (variables)– S set of symbols that remain fixed (constants)– ω string of symbols defining initial state– P production rules

• Stochastic L-system– If there is more than one production rule for a symbol,

then randomly choose one

CSE 167, Winter 2020 19

Turtle interpretation for L-systems

• Origin: functional programming language Logo– Dialect of Lisp– Designed for education: drove a mechanical turtle as an output device

• Turtle interpretation of strings– State of turtle defined by (x, y, α) for position and heading– Turtle moves by step size d and angle increment δ

• Sample Grammar– F: move forward a step of length d

New turtle state: (x’, y’, α)x’ = x + d cos αy’ = y + d sin αA line segment between points (x, y) and (x’, y’) is drawn

– + Turn left by angle δ. Next state of turtle is (x, y, α + δ)Positive orientation of angles is counterclockwise

– − Turn right by angle δ. Next state of turtle is (x, y, α - δ)

CSE 167, Winter 2020 20

Example: Sierpinski triangle

• Variables: A, B– Both mean draw forward

• Constants: + , -– Turn left by 60 degrees, right by 60 degrees

• Start: A• Rules: (A→B-A-B), (B→A+B+A)

CSE 167, Winter 2020 21

2 iterations 4 iterations

6 iterations 8 iterations

Example: fern

• Variables: X, FX: no drawing operationF: move forward

• Constants: +, −, [, ]+: turn left-: turn right[ : push current position and angle onto stack] : pop stack and set current position and angle to stack values

• Start: X• Rules: (X → F-[[X]+X]+F[+FX]-X),(F → FF)

CSE 167, Winter 2020 22

[Wikipedia]

Examples

http://www.kevs3d.co.uk/dev/lsystems/

CSE 167, Winter 2020 23

Fractal trees

• “Real-time 3D Plant Structure Modeling by L-System with Actual Measurement Parameters” by Rawin Viruchpintuand Noppadon Khiripet– Model trunk and branches as cylinders– Change color from brown to green at certain level of recursion

CSE 167, Winter 2020 24Dragon Curve TreeSource: Allen Pike

Shape grammar

• Shape Rules

– Defines how an existing shape can be transformed

• Generation Engine

– Performs the transformations

• Working Area

– Displays created geometry

CSE 167, Winter 2020 25

Example: Coca-Cola bottle

26

Evolution of Coca-Cola bottles

Division of a Coca-Cola bottleCSE 167, Winter 2020

Example: Coca-Cola bottle

• Shape computation for two existing Coca-Cola bottles

CSE 167, Winter 2020 27

Source: Chau et al.: “Evaluation of a 3D Shape Grammar Implementation”, Design Computing and Cognition'04, pp. 357-376

Real-Time Procedural Modeling

• Chaos Theory by DMA

– Best 4k Intro at Assembly 2011 in Finland

https://www.youtube.com/watch?v=2aQtgPv84wE

• Uncovering Static by Fairlight & Alcatraz

– Best 64k Intro at Assembly 2011 in Finland

https://www.youtube.com/watch?v=6sJfMmBtG0k

• More demos at http://awards.scene.org

CSE 167, Winter 2020 28

Shadow mapping

Shadows

• Give additional cues on scene lighting

30CSE 167, Winter 2020

Shadows

• Contact points

• Depth cues

CSE 167, Winter 2020 31

Shadows

• Realism

CSE 167, Winter 2020 32

Without self-shadowing With self-shadowing

Terminology

Umbra: fully shadowed region

Penumbra: partially shadowed region

CSE 167, Winter 2020 33

(area) light source

receiver shadow

occluder

umbra

penumbra

Hard and soft shadows

• Point and directional lights lead to hard shadows, no penumbra

• Area light sources lead to soft shadows, with penumbra

CSE 167, Winter 2020 34

point directional area

umbra penumbra

Hard and soft shadows

CSE 167, Winter 2020 35

Hard shadow from

point light source

Soft shadow from

area light source

Shadows for interactive rendering

• Hard shadows only in this course

– Soft shadows are difficult to compute in interactive graphics

• Two most popular techniques

– Shadow mapping

– Shadow volumes

• Many variations, subtleties

• Active research area

CSE 167, Winter 2020 36

Shadow mapping

• A scene point is lit by the light source if visible from the light source

• Determine visibility from light source by placing a camera at the light source position and rendering the scene from there

CSE 167, Winter 2020 37

Scene points are lit if

visible from light source

Determine visibility from

light source by placing camera

at light source position

• First Pass

– Render scene by placing camera at light source position

– Store depth image (shadow map)

Depth image as seen

from light source

depth value

CSE 167, Winter 2020 38

Two pass algorithm

• Second Pass

– Render scene from camera position

– At each pixel, compare distance to light source with value in shadow map

• If distance is larger, then pixel is in shadow

• If distance is smaller or equal, then pixel is lit

CSE 167, Winter 2020 39

Final image with shadows

vb is in

shadow pixel seen

from eye vb

Two pass algorithm

Shadow map look-up

• Need to transform each point from object space to shadow map

• Shadow map texture coordinates are in [0,1]2

• Transformation from object to shadow map coordinates

• T is called texture matrix

• After perspective projection we have shadow map coordinates

CSE 167, Winter 2020 40

(0,0)

(1,1)

Light space

Object space

Shadow map

Shadow map look-up

• Transform each vertex to normalized frustum of light

• Pass s,t,r,q as texture coordinates to rasterizer

• Rasterizer interpolates s,t,r,q to each pixel

• Use projective texturing to look up shadow map– This means, the texturing unit automatically computes (s/q, t/q, r/q, 1)

– (s/q, t/q) are shadow map coordinates in [0,1]2

– r/q is depth in light space

• Shadow depth test: compare shadow map at (s/q, t/q) to r/q

CSE 167, Winter 2020 41

GLSL specifics

• In application– Store matrix T in OpenGL texture matrix

– Set using glMatrixMode(GL_TEXTURE)

• In vertex shader– Access texture matrix through predefined uniform gl_TextureMatrix

• In fragment shader– Declare shadow map as sampler2DShadow

– Look up shadow map using projective texturing withvec4 texture2DProj(sampler2D, vec4)

CSE 167, Winter 2020 42

Implementation specifics

• When doing a projective texture look up on a sampler2DShadow, the depth test is performed automatically

– Return value is (1,1,1,1) if lit

– Return value is (0,0,0,1) if shadowed

• Simply multiply result of shading with current light source with this value

CSE 167, Winter 2020 43

Shadow mapping

• Demo

http://www.paulsprojects.net/opengl/shadowmap/shadowmap.html

CSE 167, Winter 2020 44

Shadow mapping

• Tutorial

http://www.opengl-tutorial.org/intermediate-tutorials/tutorial-16-shadow-mapping/

CSE 167, Winter 2020 45

Shadow maps

• Issues

– Sampling problems

– Limited field of view (of shadow map)

– Z-fighting

CSE 167, Winter 2020 46

Sampling problems

• Shadow map pixel may project to many image pixels– Stair-stepping artifacts

CSE 167, Winter 2020 47

Sampling problems

• Solutions– Increase resolution of shadow map

• Not always sufficient

– Split shadow map into several tiles

– Modify projection for shadow map rendering

• Light space perspective shadow maps (LiSPSM) http://www.cg.tuwien.ac.at/research/vr/lispsm/

– Combination of splitting and LiSPSM

• Basis for most commercial implementationsCSE 167, Winter 2020 48

• What if a scene point is outside the field of view of the shadow map? field of

view

Limited field of view

CSE 167, Winter 2020 49

• What if a scene point is outside the field of view of the shadow map?

– Use six shadow maps, arranged in a cube

• Requires a rendering pass for each shadow map

shadow

maps

CSE 167, Winter 2020 50

Limited field of view

Z-fighting

• Depth values for points visible from light source are equal in both rendering passes

• Because of limited resolution, depth of pixel visible from light could be larger than shadow map value

• Need to add bias in first pass to make sure pixels are lit

Camera image

Shadow map

Image

pixels

Shadow map

pixels Pixel is

considered

in shadow!

Depth

of pixel

Depth of

shadow map

CSE 167, Winter 2020 51

Z-fighting

• Add bias when rendering shadow map

– Move geometry away from light by small amount

• Finding correct amount of bias is tricky

CSE 167, Winter 2020 52

Correct bias Not enough bias Too much bias

Z-fighting

CSE 167, Winter 2020 53

Just right

Not enough bias Too much bias

Shadow mapping

• Directional light sources– Shadow mapping can be done with orthographic projection in step

one when creating the shadow map

• More informationhttp://www.opengl-tutorial.org/intermediate-tutorials/tutorial-16-shadow-mapping/http://www.scratchapixel.com/lessons/3d-basic-rendering/perspective-and-orthographic-projection-matrix/orthographic-projection-matrix

CSE 167, Winter 2020 54

Shadow mapping

• Resources– Overview (lots of links)

http://www.realtimerendering.com/

– Basic shadow mapshttp://en.wikipedia.org/wiki/Shadow_mapping

– Avoiding sampling problems in shadow mapshttp://www.comp.nus.edu.sg/~tants/tsm/tsm.pdf

http://www.cg.tuwien.ac.at/research/vr/lispsm/

– Faking soft shadows with shadow mapshttp://people.csail.mit.edu/ericchan/papers/smoothie/

CSE 167, Winter 2020 55

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