• 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