Shadows using a voxel grid

Dynamic shadow casting point lights for tiled deferred rendering

A while ago, I started to experiment working with voxels. More precisely, my idea was to test what could be possible if we had our scene fully voxelized. Dynamic shadows is one of those tests.

Tramadol Buy Overnight For my tests I implemented a tiled deferred rendering engine, and one of the difficulties with tiled deferred is shadows. All the lights are rendered in a single shader, meaning that all shadow maps from every light sources must be bound to this computer shader.

https://elisabethbell.com/jllm43rrj The last years have seen a lot of techniques increasing the number of simultaneous dynamic light sources (deferred, clustered, tiled deferred, forward+), but always ignoring shadows. Voxels can help to add dynamic shadows to several light sources by replacing the shadow maps, but I wondered if the precision would be acceptable.

https://www.goedkoopvliegen.nl/uncategorized/f7304fkdvu  

https://musiciselementary.com/2024/03/07/vou8oxc I described in a previous blog post the technique I used to dynamically voxelize a scene. I think there might be some ways to optimize this process, but that will be for an other blog post !

Cheap Tramadol Online All the following screenshots and timmings are from a GTX 780, and the resolution is 1280×720. There is 32 point lights in the scene.

Tramadol Order Overnight First of all, here what the voxelized scene looks like with a 256x256x256 grid:

Tramadol Buy Overnight Voxelized scene

https://giannifava.org/7ajsnmrc

https://www.lcclub.co.uk/j5gzk51zfm And the scene without shadows:

https://ncmm.org/7vr5o5ngk SceneWithoutShadows

https://asperformance.com/uncategorized/q3buh57 The main idea is really simple. In the tiled deferred shader when computing the light, with the voxel structuring I am able to check if the current pixel is hidden from the light by something.

https://www.jamesramsden.com/2024/03/07/lmqbdcnw6j9 My main interest in a first time is to see how it could look, so I started with a straightforward raymarching, starting from the current pixel position to the point light. At each step I transform the world position into voxel grid position and check if the voxel is full or empty.

Here are the first result:

https://www.worldhumorawards.org/uncategorized/vlzq0kkhl3v Shadow with voxels first result

https://giannifava.org/y16a5fb The result depends on the number of steps, and of course the more steps you use, the slower it will be. In this screenshot there is 25 steps per raymarching.

http://countocram.com/2024/03/07/38k0fbveif Some lights are leaking, and the shadows are very harsh, the soft attenuation is removed because of the voxel size.

https://www.worldhumorawards.org/uncategorized/px8k3s9vn6f Let’s try with more steps, 75 :

Shadows70Steps

https://asperformance.com/uncategorized/u3d25q0p No more light leaking, but it’s more costly, and the shadows are still very sharp, etiher present or not, it would be great to have some much subtle values.

https://wasmorg.com/2024/03/07/q0d2ldnhpm During the last GDC, Michal Valient from Guerrilla Games gave a talk (the slides are available here: http://www.guerrilla-games.com/publications.html ) where he showed how to use a dither offset followed by a Gaussian blur to improve raymarching visual quality and reduce the number of steps needed. This is detailed in the chapter “Volumetric Light Effects in Killzone:Shadow Fall” in GPU Pro 5.

Cheap Tramadol From India So here is the result when I added the dithered offset, with 25 steps:

https://elisabethbell.com/6w6ty38o WithShadowsWithoutBlur

https://musiciselementary.com/2024/03/07/ussqv8o With less steps, the result are far better. With the pseudo random offset the raymarching captures more details. But without applying any blur the noise induced by the dither pattern is very noticeable.

This was a little bit more complicated. It would be too expensive to raymarch the shadows for every samples needed for the blur, so this value must be stored somehow.

Few weeks ago I implemented SSAO with temporal sampling, as described by Bart Wronski here, soI tough I could do something in the same way, use the results of the previous frame to improve the current one.

Order Tramadol Us To Us The previous frame  informations must be stored in order to be able to know for a given pixel which point light is occluded or not, in order to apply the proper lighting. The results of the raymarching being either 0 or 1 ( the light is occluded or not) it takes only one bit to store the shadow information of a single light. A uint32 texture can store shadow informations for 32 lights per pixels. there could be more thant 32 lights, using an other data structure, but it’s a good start !

https://tankinz.com/hldfoua3zm Once the raymarching is done, the result is stored in the texture like that:

Order Cheap Tramadol Online Cod // uint currentLightFlag = 1 << CurrentLightIndex; if (result) g_PointLightShadows[CurrentCoord] |= currentLightFlag; //

Tramadol Online Fedex Next Day  

https://www.worldhumorawards.org/uncategorized/1jdw05tk And to get the datas from a given light:

http://countocram.com/2024/03/07/yk4k2rg  

// int previousShadow = (g_PreviousPointLightShadows[sampleCoords + motionOffset] & currentLightFlag) == currentLightFlag; //

https://www.goedkoopvliegen.nl/uncategorized/dnoctc2m And the result:

Shadows using a voxel grid

I think it’s far better, the noise in the raymarching help to capture more details and smooth some of the voxels imprecisions, while the blur gives a nice soft shadow look.

 

Tramadol Buy Cheap I didn’t talk much about performances, because in this first test I was mainly interested by the image quality, and the implementation is really straightforward. For example the current blur implementation is very unoptimal, I sample directly in the “point light shadow map” for each lights. I could pre load the needed values only once per tile, store them in shared memory, for a quicker access.

Still, the timmings are not that bad. You can see that by looking at the “lighting” section, this is where the lighting and shadow casting happens. The shadows plus offset and blur add 4.7 ms. As it’s done in the tiled lighting pass, performances are linked to the number of lights seen on screen, and to the number of lights in a single tile.

https://worthcompare.com/vj0zw5a22h5 That’s not that bad considering it’s 32 dynamic shadow casting point lights but of course it needs to have a voxel structure.

 

Tramadol Visa Overnight Here is an other comparison from a different point of view.

https://www.lcclub.co.uk/d7ouhku WithoutShadow2 WithShadow2

In this example the artifact due to the coarse voxel structure are noticeable.

I was able to reduce them using an offset at the begining of the raymarching, to remove some self shadowing pixels (I just noticed that it’s not exactly the same point of view) :

RaymarchingWithOffset

 

It’s a little better, but still something I’ll need to investigate.

I also tried to change the number of steps for the raymarching, to see which values would be the best compromise between performance and quality.

5 steps:

 

5steps

10 steps:10steps

15 steps:15steps

50 steps:50steps

 

5 steps are not enough, the shadows are missing where none of the steps hit a voxel. This is because with a grid size of 256x256x256 the voxels are quite small, and only the surface of the mesh is voxelized, and not the inside of the mesh.

With 10 steps there are still some issues. I think that  maybe a better blur could hide those imperfections, while smoothing the squared edges..

When there is too much steps, there is no holes in the shadows, but it give a very sharp result, making the voxels more noticeables. This values needs to be tweaked according to the scene, the grid size and the lights radius.

Here is a last test, using smaller grid sizes:

128x128x128:

128VoxelGrid

10 steps raymarching:128VoxelsGrid-10Steps

64x64x64:64VoxelGrid

5 steps: 64VoxelGrid-5steps 

The smaller the grid is, the less steps it needs to have a correct result, because of the bigger voxels. But obviously the shadows are far less precise.

As I said this is a quick test, and there is room for improvments but I find the results quite encouraging. It can’t replace a shadow map for important lights or complicated shadows, but for it’s good enough for secondary lights.

Now the next step is to try other techniques and compare the results. With the proper mipmap, the voxel structure can be used as an octree, and I should be able to cast ray efficiently. It may be quicker and more precise thant raymarching. I also want to try shadows with voxel cone tracing.

I would also like to try to do the raymarching/raycansting/voxel cone tracing later in the frame. In the current implementation the number of raymarching for a pixel depend on the number of lights hitting that pixel. Some pixels will need 5 raycasts while others won’t need a single one. It would be better if instead of doing the raymarching it creates some sort of “GPU raymarching job”, and those jobs would be done later, equally distributed within the threads.

So there will be more blog post on this subject ! I will also try to do a video, because it looks better in movement.

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