RTSDF: Generating Signed Distance Fields in Real Time for Soft Shadow Rendering

10/10/2022
by   Yu Wei Tan, et al.
0

Signed Distance Fields (SDFs) for surface representation are commonly generated offline and subsequently loaded into interactive applications like games. Since they are not updated every frame, they only provide a rigid surface representation. While there are methods to generate them quickly on GPU, the efficiency of these approaches is limited at high resolutions. This paper showcases a novel technique that combines jump flooding and ray tracing to generate approximate SDFs in real-time for soft shadow approximation, achieving prominent shadow penumbras while maintaining interactive frame rates.

READ FULL TEXT
research
10/11/2022

RTSDF: Real-time Signed Distance Fields for Soft Shadow Approximation in Games

Signed distance fields (SDFs) are a form of surface representation widel...
research
10/10/2022

Hybrid DoF: Ray-Traced and Post-Processed Hybrid Depth of Field Effect for Real-Time Rendering

Depth of Field (DoF) in games is usually achieved as a post-process effe...
research
10/11/2022

A Hybrid System for Real-time Rendering of Depth of Field Effect in Games

Real-time depth of field in game cinematics tends to approximate the sem...
research
10/11/2022

Cloud-Assisted Hybrid Rendering for Thin-Client Games and VR Applications

We introduce a novel distributed rendering approach to generate high-qua...
research
05/14/2020

Optimally Fast Soft Shadows on Curved Terrain with Dynamic Programming and Maximum Mipmaps

We present a simple, novel method of efficiently rendering ray cast soft...
research
08/24/2022

The Esports Frontier: Rendering for Competitive Games

Real-time graphics is commonly thought of as anything exceeding about 30...
research
04/01/2021

Real-Time Global Illumination Using OpenGL And Voxel Cone Tracing

Building systems capable of replicating global illumination models with ...

Please sign up or login with your details

Forgot password? Click here to reset