DocumentCode :
3303901
Title :
Parallel ID Shadow-Map Decompression on GPU
Author :
Diktas, E.D. ; Sahiner, Ali Vahit
Author_Institution :
ULUTEK Technol. Dev. Region, Bogazici Univ., Bursa, Turkey
fYear :
2010
fDate :
7-9 July 2010
Firstpage :
79
Lastpage :
84
Abstract :
ID shadow-maps are used for robust real-time rendering of shadows. The primary disadvantage of using shadow-maps is their excessive size for large scenes in case high quality shadows are needed. To eliminate large memory requirements and texture-size limitations of the current generation GPUs, texture compression is an important tool. We present a framework where compressed ID-shadow-maps are used for real-time rendering of static scene shadows. The texture compression is performed off-line on the CPU and real-time decompression is performed on the GPU within a fragment-shader for shadowing the pixels. The use of ID shadow-maps (instead of conventional depth-based shadow-maps) is the key to high compression ratios. The ID shadow-map is compressed on the CPU by first partitioning it into blocks. Each compressed block is packed densely into a global array, while a pointer table is constructed that holds a pointer to the start of every compressed block in the global array. This data organization provides the GPU with a random access to the start of each compressed block thus enables fast parallel decompression. The proposed decompression shader-program and the underlying data structures can be applied to any type of array consisting of integers. The framework is implemented using OpenGL and GLSL.
Keywords :
computer graphic equipment; coprocessors; data compression; image texture; real-time systems; rendering (computer graphics); CPU; GLSL; GPU; OpenGL; data organization; data structures; parallel ID shadow-map decompression; real-time decompression shader-program; robust real-time rendering; static scene shadows; texture compression; Concurrent computing; Data structures; Distributed computing; Graphics processing unit; Image coding; Real time systems; Rendering (computer graphics); Robustness; Shadow mapping; GLSL; ID Shadow-Maps; Run Length Encoding; Shaders; Textures;
fLanguage :
English
Publisher :
ieee
Conference_Titel :
Parallel and Distributed Computing (ISPDC), 2010 Ninth International Symposium on
Conference_Location :
Istanbul
Print_ISBN :
978-1-4244-7602-2
Type :
conf
DOI :
10.1109/ISPDC.2010.14
Filename :
5532495
Link To Document :
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