Table of Contents
VGP353A
Spring 2007, 3 credits
Mondays, 6:00PM - 9:45PM
Room #201
Programming real-time shadow algorithms using OpenGL and OpenGL Shading Language (GLSL). This includes shadow maps, shadow volumes, and several variations and optimizations of each.
The complete sylabus is also available.
Required text:
Real-Time Rendering (2nd Ed.). AK Peters, Ltd.. July 2002. ISBN 1-56881-182-9.
The book also has a website, that includes lots of additional references and sample code.
Optional texts:
OpenGL Shading Language (2nd Ed.). Addison-Wesley Professional. January 25, 2006. ISBN 0321334892.
OpenGL Programming Guide: The Official Guide to Learning OpenGL, Version 2 (5th Ed.). Addison-Wesley Professional. August 1, 2005. ISBN 0321335732.
Earlier editions of either book should be sufficient for this course. They are often available on eBay or Amazon at reduced prices. There will not be any readings assigned from either book.
OpenGL Shading Language has a website, that includes example shaders and some references. An older version of OpenGL Programming Guide, which should be sufficient for this course, is available for download as a PDF.
Read:
Real-Time Rendering (2nd Ed.). Section 6.12.
OpenGL Framebuffer Object 101. 2006. http://www.gamedev.net/reference/programming/features/fbo1/
The OpenGL Framebuffer Object Extension. Game Developer's Conference '05. 2005. http://developer.nvidia.com/object/gdc_2005_presentations.html
Read:
Real-Time Rendering (2nd Ed.). Sections 6.12.1 and 6.12.2.
Soft Planar Shadows Using Plateaus. journal of graphics tools. no. 1. pp. 19-27. 2001. http://jgt.akpeters.com/papers/Haines01/ and http://www.acm.org/tog/editors/erich/plateaus.pdf.
Interactive Technical Illustration. In Proceedings 1999 Symposium on Interactive 3D Graphics. pp. 31-38. April 1999. http://www.cs.utah.edu/npr/utah_papers.html
Read:
Real-Time Rendering (2nd Ed.). Section 6.12.4.
We'll come back to 6.12.3 later.
Read two of the following:
Rendering Antialiased Shadows with Depth Maps. In Proceedings of SIGGRAPH '87. 1987. http://graphics.pixar.com/ShadowMaps/
Percentage-Closer Soft Shadows. In Proceedings of SIGGRAPH 2005. 2005. http://developer.nvidia.com/object/siggraph_2005_presentations.html
Shadow Mapping for Hemispherical and Omnidirectional Light Sources. In Computer Graphics International (CGI) 2002 proceedings. 2002. http://www.mpi-inf.mpg.de/~brabec/
Read:
Practical Shadow Mapping. journal of graphics tools. no. 4. 2003. http://www.mpi-sb.mpg.de/~tannen/
Read:
Real-Time Rendering (2nd Ed.). Section 6.12.3.
Practical and Robust Stenciled Shadow Volumes for Hardware-Accelerated Rendering. “NVIDIA White Paper”. May 2001. http://developer.nvidia.com/object/robust_shadow_volumes.html
Stencils using the stencil buffer. Due 5/14. (10 points)
Read:
Shadow Volume Extrusion Using a Vertex Shader. ShaderX. Wordware. May 2002. http://ati.amd.com/developer/shaderx/ShaderX_ShadowExtrusion.pdf
ZP+: Correct Z-Pass Stencil Shadows. In Proceedings of ACM Symposium on Interactive 3D Graphics and Games. April 2005. http://artis.imag.fr/Publications/2005/HHLH05/
Read:
Shadow Volumes Revisisted. Journal of WSCG. no. 1-3. 2002. ISSN 1213-6972. http://wscg.zcu.cz/wscg2002/Papers_2002/C73.pdf
A Hierarchical Shadow Volume Algorithm. Graphics Hardware 2004. August 2004. http://graphics.cs.lth.se/research/shadows/ and http://www.graphicshardware.org/previous/www_2004/Presentations/TimoAila.ppt
Approximate Soft Shadows on Arbitrary Surfaces using Penumbra Wedges. 13th Eurographics Workshop on Rendering 2002. pp. 309-318. June 2002. http://graphics.cs.lth.se/research/shadows/