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5
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–
–
–
–
12
—
–
—
15
16
17
18
Lit
Shadowed
Shadowed
Shadowed
—
—
19
Lit
Shadowed
Shadowed
Shadowed
20
—
Lit
Shadowed
Shadowed
Shadowed
21
—
—
–
Lit
Shadowed
Shadowed
Shadowed
22
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–
Lit
Shadowed
Shadowed
Shadowed
23
• 40963
•
• 40962
•
Lit
Shadowed
Shadowed
Shadowed
24
•
25
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— 28
voxel
–
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44
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–
–
—
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48
—
—
—
—
51
—
—
—
—
—
child pointer0
unused childmask
16bit 16bit
child pointer1
child pointer0
unused childmask
child pointer1
child pointer2
child pointer3
child pointer4
unused childmask
unused childmask
52
—
—
—
—
—
—
—
—
—
—
—
—
child pointer0
unused childmask
16bit 16bit
child pointer1
child pointer0
unused childmask
child pointer1
child pointer2
child pointer3
child pointer4
unused childmask
unused childmask
53
—
—
—
— 28
264
— 16Exa, 16,777,216Tera
—
child pointer0
unused childmask
16bit 16bit
child pointer1
child pointer0
unused childmask
child pointer1
child pointer2
child pointer3
child pointer4
leaf bitmask0_0
leaf bitmask0_1
leaf bitmask1_0
leaf bitmask1_1
…
…
…
…
leaf bitmask7_0
leaf bitmask7_1
unused childmask
unused childmask
54
—
—
—
—
—
child pointer0
unused childmask
16bit 16bit
child pointer1
child pointer0
unused childmask
child pointer1
child pointer2
child pointer3
child pointer4
leaf bitmask0_0
leaf bitmask0_1
leaf bitmask1_0
leaf bitmask1_1
…
…
…
…
leaf bitmask7_0
leaf bitmask7_1
unused childmask
unused childmask
56
— Capture ShadowMap(GPU)
(transmit it to Sys Memory)
Min/Max at mip level(GPU)
(transmit it to Sys Memory)
SVO/DAG from shadow data
57
— Capture ShadowMap(GPU)
(transmit it to Sys Memory)
Min/Max at mip level(GPU)
(transmit it to Sys Memory)
SVO/DAG from shadow data
5858
58
Capture ShadowMap(GPU)
(transmit it to Sys Memory)
Min/Max at mip level(GPU)
(transmit it to Sys Memory)
SVO/DAG from shadow data
5959
59
Capture ShadowMap(GPU)
(transmit it to Sys Memory)
Min/Max at mip level(GPU)
(transmit it to Sys Memory)
SVO/DAG from shadow data
6060
60
Capture ShadowMap(GPU)
(transmit it to Sys Memory)
Min/Max at mip level(GPU)
(transmit it to Sys Memory)
SVO/DAG from shadow data
6161
61
Capture ShadowMap(GPU)
(transmit it to Sys Memory)
Min/Max at mip level(GPU)
(transmit it to Sys Memory)
SVO/DAG from shadow data
6262
62
Capture ShadowMap(GPU)
(transmit it to Sys Memory)
Min/Max at mip level(GPU)
(transmit it to Sys Memory)
SVO/DAG from shadow data
6363
63
Capture ShadowMap(GPU)
(transmit it to Sys Memory)
Min/Max at mip level(GPU)
(transmit it to Sys Memory)
SVO/DAG from shadow data
6464
64
Capture ShadowMap(GPU)
(transmit it to Sys Memory)
Min/Max at mip level(GPU)
(transmit it to Sys Memory)
SVO/DAG from shadow data
6565
65
Capture ShadowMap(GPU)
(transmit it to Sys Memory)
Min/Max at mip level(GPU)
(transmit it to Sys Memory)
SVO/DAG from shadow data
6666
66
Capture ShadowMap(GPU)
(transmit it to Sys Memory)
Min/Max at mip level(GPU)
(transmit it to Sys Memory)
SVO/DAG from shadow data
6767
67
Capture ShadowMap(GPU)
(transmit it to Sys Memory)
Min/Max at mip level(GPU)
(transmit it to Sys Memory)
SVO/DAG from shadow data
6868
68
Capture ShadowMap(GPU)
(transmit it to Sys Memory)
Min/Max at mip level(GPU)
(transmit it to Sys Memory)
SVO/DAG from shadow data
6969
69
Capture ShadowMap(GPU)
(transmit it to Sys Memory)
Min/Max at mip level(GPU)
(transmit it to Sys Memory)
SVO/DAG from shadow data
70
Capture ShadowMap(GPU)
(transmit it to Sys Memory)
Min/Max at mip level(GPU)
(transmit it to Sys Memory)
70
SVO/DAG from shadow data
71
Capture ShadowMap(GPU)
(transmit it to Sys Memory)
Min/Max at mip level(GPU)
(transmit it to Sys Memory)
71
—
SVO/DAG from shadow data
72
Capture ShadowMap(GPU)
(transmit it to Sys Memory)
Min/Max at mip level(GPU)
(transmit it to Sys Memory)
72
SVO/DAG from shadow data
—
—
2x2
2x2
2x2x2
Merge subtrees into one
73
Capture ShadowMap(GPU)
(transmit it to Sys Memory)
Min/Max at mip level(GPU)
(transmit it to Sys Memory)
73
SVO/DAG from shadow data
—
—
4x4
4x4
4x4x4
Merge subtrees into one
7575
Root 생성 C# Code
7676
Sub nodes 생성 C# Code
7777
Sub nodes 생성
C# Code
7878
Lit or shadowed,
Child 포인팅
C# Code
7979
Voxel bounds와
shadow min/max 비교
C# Code
8080
lit && shadowed 면
Intersected로 child 생성
C# Code
8181
childbit 결정
C# Code
82
C# Code
83
83
C# Code
84
C# Code
85
C# Code
86
C# Code
88
89
—
쉐도우맵 VoxelDAG 쉐도우
데이터 2D 텍스쳐 3D 데이터 옥트리
접근 UV 좌표로 변환 트리 탐색
9090
ComputeShader Code
9191
—
—
—
—
ComputeShader Code
9292
—
ComputeShader Code
9393
—
—
—
—
ComputeShader Code
9494
—
—
—
—
ComputeShader Code
9595
—
–
ComputeShader Code
9696
—
—
ComputeShader Code
9797
9898
Early Leaf
Termination
99
100
101
102
103
104
—
—
—
105
—
ShadowMap
16bit
SVO Compressed 최적화1
Resolve
Undefined Regions
최적화2
Identical Node
4k 32MB 50.0MB 3.4MB 1.7MB 1.6MB
16k 512MB 811.8MB 34.6MB 9.9MB 8.6MB
106
—
각도 0 10 20 30 40 50 60 70 80 90
용량(MB) 2.0 6.0 7.8 8.9 9.5 10.1 9.3 6.5 1.6 0.4
각도 100 110 120 130 140 150 160 170 180 Total
용량(MB) 1.6 6.1 8.7 9.7 9.8 9.7 8.8 7.0 2.6 118.3
107
—
—
4k 8k 16k 32k 64k 128k 256k
용량(MB) 1.9 4.6 10.1 22.6 51.3 119.1 289.8
빌드시간(sec) 0.6 2.1 7.4 24.6 87.7 329.4 1262.9
108
109
—
—
—
110
—
—
VxShadows Cascade
Distance
1000m 2000m 3000m 4000m 5000m 6000m 7000m
DrawCalls +1 +35 +1994 +4636 +6403 +7811 +8829 +9806
RTX 2080 106~111 105~107 99~101 95~98 91~94 89~91 88~90 87~89
GTX 1060 78~80 NA NA NA NA NA NA NA
111
—
—
VxShadowMap
Resolution
4k 8k 16k 32k 64k 128k 256k
RTX 2080 0.41ms 0.44ms 0.47ms 0.59ms 0.52ms 0.54ms 0.54ms
RTX 2060 0.69ms 0.74ms 0.79ms 0.83ms 0.87ms 0.90ms 0.92ms
GTX 1060 1.53ms 1.70ms 1.78ms 1.86ms 1.98ms 1.99ms 2.02ms
112
—
—
VxShadowMap
Resolution
4k 8k 16k 32k 64k 128k 256k
RTX 2080 0.71ms 0.76ms 0.82ms 0.86ms 0.90ms 0.94ms 0.96ms
RTX 2060 1.20ms 1.30ms 1.40ms 1.46ms 1.54ms 1.58ms 1.63ms
GTX 1060 2.65ms 2.94ms 3.12ms 3.27ms 3.44ms 3.54ms 3.60ms
113
—
—
—
—
—
—
—
114
Galaxy Note9
Galaxy Note8
115
—
—
—
—
—
—
—
—
116
—
—
—
—
—
—
—
—
—
—
117
[W. Engel] Cascaded Shadow maps, Online, 2016
[E. Eisemann et al] Real-Time Shadows, 2011
[V. Kämpe et al] High Resolution Sparse Voxel DAGs, Transactions on Graphics 32(4), 2013
[E. Sintorn et al] Compact Precomputed Voxelized Shadows, ACM Transactions on Graphics 33(4), 2014
[V. Kämpe et al] Fast, Memory-Efficient Construction of Voxelized Shadows, IEEE Transactions on Visualization and Computer Graphics, Vol 22, No. 10, 2016
[L. Scandolo et al] Compressed Multiresolution Hierarchies for High-Quality Precomputed Shadows, EUROGRAPHICS, 2016
[S. Sengupta] Scan primitives for GPU computing, Proceedings of the 22nd ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware Pages 97-106 ,
2007
seongdae@unity3d.com
Q&A
UnrulyHeroesbyMagicDesignStudios—MadewithUnity
118
Appendix
Appendix
120
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—
—
121
—
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—
122
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123
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124124
—
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–
125125
—
—
–
126126
—
—
–
127127
—
—
–
128128
—
—
–
129129
—
—
–
130130
—
—
131131
—
—
132132
—
—
133133
—
—
134134
—
—
135135
—
—
136
C# Code
137
C# Code
—
—
—
—
—
–
–
138
139
C# Code
140
—
—
—
141
—
—
—
142
—
—
—
—
143
—
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144
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