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    Area of Science:

    • Computer Graphics
    • Real-time Rendering
    • Shadow Computation

    Background:

    • Irregular z-buffers (IZBs) offer potential for high-quality shadow rendering.
    • Prior IZB shadow algorithms often rely on GPU compute, limiting flexibility.
    • Interactive, high-resolution shadow rendering remains a challenge in real-time graphics.

    Purpose of the Study:

    • To analyze and optimize a real-time antialiased hard shadow rendering system using IZBs.
    • To identify and address performance bottlenecks in IZB shadow generation.
    • To enable dynamic, precomputation-free shadow rendering at high resolutions.

    Main Methods:

    • Leveraging the standard rasterization pipeline with hardware conservative raster and early-z culling.
    • Analyzing algorithmic complexity to identify performance bottlenecks.
    • Exploiting the duality between IZB performance and shadow map aliasing.

    Main Results:

    • Achieved interactive performance at resolutions 1920x1080 and above for game and CAD assets.
    • Rendered 32 samples per pixel hard shadows at approximately double the cost of single-sample shadows.
    • Enabled smooth animation of sub-pixel shadows without spatial or temporal aliasing.
    • Rebuilt data structures in under 1 ms per frame, comparable to ray tracers.

    Conclusions:

    • The enhanced IZB system provides a robust solution for high-quality, dynamic hard shadows in real-time.
    • Utilizing the rasterization pipeline offers performance advantages over compute-heavy approaches.
    • The system imposes no constraints on light, camera, or geometry, allowing for fully dynamic scenes.