Shadow Mask Buffer for Multi-Light Dynamic Shadow Rendering

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Solution Overview

Problem

Existing techniques for simulating shadows in three-dimensional computer graphics, particularly in video games, fail to accurately reproduce dynamic shadows from multiple incident light sources, especially on specular objects and with high dynamic range (HDR) light sources, leading to inferior mapping quality and limited range and precision.

Innovation Solution

The use of a binary space partitioning (BSP) method to pre-compute visible sections, combined with a shadow mask buffer system that assigns each light source to a channel, computes overlapping shadow effects, and employs a pixel shader to generate accurate shadows from multiple incident lights, allowing for real-time dynamic shadow rendering.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Productivity

If directional encoding is used to approximate multiple incident lights, then computation speed is improved, but shadow mapping quality deteriorates

Engineering Contradiction:
Improvecomputation speedVSAvoidshadow mapping quality
Core Design Contradiction:
ProductivityVSManufacturing precision

Solution Approach 1:

The patent divides the shadow mapping process into separate channels, with each channel dedicated to a specific light source. This segmentation allows each light's shadow to be computed and stored independently, avoiding the approximation errors of directional encoding while maintaining real-time performance through efficient channel-based processing.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent transitions from approximating multiple lights in a single directional encoding to using multiple independent shadow map channels, each representing a different light source. This dimensional expansion from single-channel approximation to multi-channel exact representation resolves the quality-speed contradiction.

Inventive Principle:
Principle #17Another dimension (Dimensionality change)

2Device complexity

If directional encoding approximation is used, then device complexity is reduced, but measurement precision of shadow ranges deteriorates

Engineering Contradiction:
Improvesystem complexityVSAvoidshadow range precision
Core Design Contradiction:
Device complexityVSMeasurement precision

Solution Approach 1:

The system segments shadow computation into separate channels for each light source, with each channel maintaining precise shadow range data. This segmentation preserves measurement precision while managing complexity through organized channel-based processing rather than complex approximation algorithms.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent creates separate shadow map copies for each light source in the scene. Each shadow map channel stores an exact copy of the shadow information for its associated light, preserving full precision without requiring complex directional encoding approximations.

Inventive Principle:
Principle #26Copying

3Manufacturing precision

If separate shadow maps are computed for each light source, then shadow mapping quality is improved, but memory usage increases

Engineering Contradiction:
Improveshadow mapping qualityVSAvoidmemory usage
Core Design Contradiction:
Manufacturing precisionVSQuantity of substance

Solution Approach 1:

The patent merges multiple individual shadow maps into a single multi-channel shadow map buffer. Each channel of the buffer stores shadow data for a different light source, combining the memory efficiency of a single buffer with the quality benefits of separate shadow computations for each light.

Inventive Principle:
Principle #5Merging (Combining)

Solution Approach 2:

The patent utilizes the channel dimension of the shadow map buffer to store multiple light sources' shadow information. Instead of creating separate two-dimensional shadow map files, the system uses the channel dimension (RGBA channels) to pack multiple shadow maps into a single memory structure, efficiently managing memory while preserving quality.

Inventive Principle:
Principle #17Another dimension (Dimensionality change)

4Productivity

If existing shadow techniques are used, then real-time rendering is achieved, but accuracy with HDR light sources and specular objects deteriorates

Engineering Contradiction:
Improvereal-time rendering speedVSAvoidshadow accuracy
Core Design Contradiction:
ProductivityVSManufacturing precision

Solution Approach 1:

The patent segments the lighting computation into separate channels, with each channel handling a specific light source including HDR lights and specular reflections. This segmentation allows each light's shadow to be computed with appropriate precision while maintaining real-time performance through efficient channel-based processing.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent changes the data structure parameters of the shadow map buffer to support HDR values and multi-channel storage. By using floating-point precision in the shadow map channels and supporting multiple channels per pixel, the system achieves accurate shadow rendering for HDR light sources and specular objects while maintaining real-time rendering capability.

Inventive Principle:
Principle #35Parameter changes

Data Source

PatentUS9928641B2Systems and methods for reproduction of shadows from multiple incident light sources
Publication Date: 2018.03.27 TAKE TWO INTERACTIVE SOFTWARE INC
  • US9928641B2 patent drawing
  • US9928641B2 patent drawing
  • US9928641B2 patent drawing

AI summary

Systems and methods are provided for simulating shadows in a scene. In an embodiment, two or more light sources that cast shadows from objects are identified. Each of those light sources is then assigned to a channel in a shadow mask buffer. The shadows are then accumulated into the shadow mask buffer and may be combined with corresponding lights to render the scene.