Shadow Map Rotation for Sub-Frame Accumulation

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Solution Overview

Problem

Shadow mapping in computer graphics introduces noise and artifacts, such as jagged edges and light leaks, due to spatial aliasing, which are particularly noticeable on clean surfaces and at grazing angles, and current filtering techniques compromise precision and sharpness to mitigate these issues.

Innovation Solution

The method involves generating and accumulating shadow maps for multiple subframes with varying angles, using a shadow map rotation system that rotates the frustum view for each light source, allowing for the averaging of noise and artifacts to produce smoother shadow edges without the need for computationally intensive filtering techniques.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Object-affected harmful factors

If filtering techniques are applied to shadow maps, then noise and artifacts are reduced, but precision and sharpness are lost

Engineering Contradiction:
Improvenoise and artifactsVSAvoidprecision and sharpness
Core Design Contradiction:
Object-affected harmful factorsVSManufacturing precision

Solution Approach 1:

The frame is divided into multiple subframes, with each subframe rendered using a differently rotated shadow map. This segmentation allows the system to accumulate multiple shadow map samples without applying traditional filtering, thereby reducing noise while preserving sharpness through temporal accumulation rather than spatial filtering.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The shadow map is rotated by a specific angle for each subframe in a periodic manner. This periodic rotation creates varied sampling patterns across subframes, which when accumulated, reduce aliasing artifacts and noise without requiring filtering operations that would compromise precision.

Inventive Principle:
Principle #19Periodic action

2Object-affected harmful factors

If traditional filtering is used to smooth shadow edges, then artifacts are reduced, but light leaks are introduced

Engineering Contradiction:
Improvejagged edges and artifactsVSAvoidlight leaks
Core Design Contradiction:
Object-affected harmful factorsVSObject-generated harmful factors

Solution Approach 1:

Instead of using static filtering kernels, the system dynamically rotates the shadow map by different angles for each subframe. This dynamic approach allows edges to be sampled from multiple orientations, naturally smoothing jagged edges through accumulation while maintaining accurate shadow boundaries that prevent light leaks.

Inventive Principle:
Principle #15Dynamics

3Manufacturing precision

If high resolution shadow mapping is used, then precision is improved, but computational complexity increases

Engineering Contradiction:
Improveshadow map precisionVSAvoidcomputation time
Core Design Contradiction:
Manufacturing precisionVSDevice complexity

Solution Approach 1:

The system uses moderate resolution shadow maps but applies excessive sampling through multiple rotated subframes. This approach achieves high effective precision through accumulation of multiple samples rather than relying on a single high-resolution shadow map, thereby reducing memory requirements and computational complexity.

Inventive Principle:
Principle #16Partial or excessive action

Data Source

PatentUS11631216B2Method and system for filtering shadow maps with sub-frame accumulation
Publication Date: 2023.04.18 UNITY TECH APS
  • US11631216B2 patent drawing
  • US11631216B2 patent drawing
  • US11631216B2 patent drawing

AI summary

A method of rendering an image of an environment is disclosed. Environment data for the environment is accessed. The environment data corresponds to a frame of a video. A plurality of subframes associated with the frame is determined. An angle for each of the plurality of subframes is determined. One or more lights corresponding to the environment are selected. For each light of the one or more lights, a shadow map is generated. The shadow map corresponds to a subframe of the plurality of subframes based on a frustum view oriented at the angle determined for the subframe. The image of the environment is rendered. The rendering includes using the generated shadow map for each light of the one or more lights.