Contenu connexe Similaire à 쉐도우맵을 압축하여 대규모씬에 라이팅을 적용해보자 (20) 쉐도우맵을 압축하여 대규모씬에 라이팅을 적용해보자53. 53
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— 28
264
— 16Exa, 16,777,216Tera
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child pointer0
unused childmask
16bit 16bit
child pointer1
child pointer0
unused childmask
child pointer1
child pointer2
child pointer3
child pointer4
leaf bitmask0_0
leaf bitmask0_1
leaf bitmask1_0
leaf bitmask1_1
…
…
…
…
leaf bitmask7_0
leaf bitmask7_1
unused childmask
unused childmask
54. 54
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—
child pointer0
unused childmask
16bit 16bit
child pointer1
child pointer0
unused childmask
child pointer1
child pointer2
child pointer3
child pointer4
leaf bitmask0_0
leaf bitmask0_1
leaf bitmask1_0
leaf bitmask1_1
…
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leaf bitmask7_0
leaf bitmask7_1
unused childmask
unused childmask
106. 106
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각도 0 10 20 30 40 50 60 70 80 90
용량(MB) 2.0 6.0 7.8 8.9 9.5 10.1 9.3 6.5 1.6 0.4
각도 100 110 120 130 140 150 160 170 180 Total
용량(MB) 1.6 6.1 8.7 9.7 9.8 9.7 8.8 7.0 2.6 118.3
107. 107
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4k 8k 16k 32k 64k 128k 256k
용량(MB) 1.9 4.6 10.1 22.6 51.3 119.1 289.8
빌드시간(sec) 0.6 2.1 7.4 24.6 87.7 329.4 1262.9
110. 110
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VxShadows Cascade
Distance
1000m 2000m 3000m 4000m 5000m 6000m 7000m
DrawCalls +1 +35 +1994 +4636 +6403 +7811 +8829 +9806
RTX 2080 106~111 105~107 99~101 95~98 91~94 89~91 88~90 87~89
GTX 1060 78~80 NA NA NA NA NA NA NA
111. 111
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VxShadowMap
Resolution
4k 8k 16k 32k 64k 128k 256k
RTX 2080 0.41ms 0.44ms 0.47ms 0.59ms 0.52ms 0.54ms 0.54ms
RTX 2060 0.69ms 0.74ms 0.79ms 0.83ms 0.87ms 0.90ms 0.92ms
GTX 1060 1.53ms 1.70ms 1.78ms 1.86ms 1.98ms 1.99ms 2.02ms
112. 112
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VxShadowMap
Resolution
4k 8k 16k 32k 64k 128k 256k
RTX 2080 0.71ms 0.76ms 0.82ms 0.86ms 0.90ms 0.94ms 0.96ms
RTX 2060 1.20ms 1.30ms 1.40ms 1.46ms 1.54ms 1.58ms 1.63ms
GTX 1060 2.65ms 2.94ms 3.12ms 3.27ms 3.44ms 3.54ms 3.60ms
117. 117
[W. Engel] Cascaded Shadow maps, Online, 2016
[E. Eisemann et al] Real-Time Shadows, 2011
[V. Kämpe et al] High Resolution Sparse Voxel DAGs, Transactions on Graphics 32(4), 2013
[E. Sintorn et al] Compact Precomputed Voxelized Shadows, ACM Transactions on Graphics 33(4), 2014
[V. Kämpe et al] Fast, Memory-Efficient Construction of Voxelized Shadows, IEEE Transactions on Visualization and Computer Graphics, Vol 22, No. 10, 2016
[L. Scandolo et al] Compressed Multiresolution Hierarchies for High-Quality Precomputed Shadows, EUROGRAPHICS, 2016
[S. Sengupta] Scan primitives for GPU computing, Proceedings of the 22nd ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware Pages 97-106 ,
2007