﻿<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="ja">
	<id>https://wiki.blender.jp/index.php?action=history&amp;feed=atom&amp;title=%E5%88%A9%E7%94%A8%E8%80%85%3AJoeedh%2FGoogleSoC2007_DeepShadow</id>
	<title>利用者:Joeedh/GoogleSoC2007 DeepShadow - 版の履歴</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.blender.jp/index.php?action=history&amp;feed=atom&amp;title=%E5%88%A9%E7%94%A8%E8%80%85%3AJoeedh%2FGoogleSoC2007_DeepShadow"/>
	<link rel="alternate" type="text/html" href="https://wiki.blender.jp/index.php?title=%E5%88%A9%E7%94%A8%E8%80%85:Joeedh/GoogleSoC2007_DeepShadow&amp;action=history"/>
	<updated>2026-04-19T17:43:37Z</updated>
	<subtitle>このウィキのこのページに関する変更履歴</subtitle>
	<generator>MediaWiki 1.31.0</generator>
	<entry>
		<id>https://wiki.blender.jp/index.php?title=%E5%88%A9%E7%94%A8%E8%80%85:Joeedh/GoogleSoC2007_DeepShadow&amp;diff=54138&amp;oldid=prev</id>
		<title>Yamyam: 1版 をインポートしました</title>
		<link rel="alternate" type="text/html" href="https://wiki.blender.jp/index.php?title=%E5%88%A9%E7%94%A8%E8%80%85:Joeedh/GoogleSoC2007_DeepShadow&amp;diff=54138&amp;oldid=prev"/>
		<updated>2018-06-28T17:51:13Z</updated>

		<summary type="html">&lt;p&gt;1版 をインポートしました&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;ja&quot;&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← 古い版&lt;/td&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;2018年6月28日 (木) 17:51時点における版&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-notice&quot; lang=&quot;ja&quot;&gt;&lt;div class=&quot;mw-diff-empty&quot;&gt;(相違点なし)&lt;/div&gt;
&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;</summary>
		<author><name>Yamyam</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.blender.jp/index.php?title=%E5%88%A9%E7%94%A8%E8%80%85:Joeedh/GoogleSoC2007_DeepShadow&amp;diff=54137&amp;oldid=prev</id>
		<title>2007年3月22日 (木) 21:42にwiki&gt;Joeedhによる</title>
		<link rel="alternate" type="text/html" href="https://wiki.blender.jp/index.php?title=%E5%88%A9%E7%94%A8%E8%80%85:Joeedh/GoogleSoC2007_DeepShadow&amp;diff=54137&amp;oldid=prev"/>
		<updated>2007-03-22T21:42:30Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;新規ページ&lt;/b&gt;&lt;/p&gt;&lt;div&gt;Joseph Eagar&lt;br /&gt;
&lt;br /&gt;
joeedh@gmail.com&lt;br /&gt;
&lt;br /&gt;
=Proposal to Add Deep Shadow Maps to Blender=&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
&lt;br /&gt;
Deep shadow maps is the technique of creating filtered shadow buffers with color and transparency information.  They allow much more realistic shadows, including the ability to actually mipmap a shadow buffer, a very important feature for larger shadow buffers, and also the ability to create motion-blurred shadow buffers.&lt;br /&gt;
&lt;br /&gt;
Because of their ability to store transparency information, Deep Shadow Maps are also well-suited for rendering shadows of volumetric objects, such as clouds or smoke.&lt;br /&gt;
&lt;br /&gt;
Since by their nature, Deep Shadow Maps consume a great deal of memory, a caching/compression scheme will be implemented to conserve RAM.&lt;br /&gt;
&lt;br /&gt;
The caching scheme for deep shadow maps will be extended to image buffers, if time permits.&lt;br /&gt;
&lt;br /&gt;
==User Impact==&lt;br /&gt;
&lt;br /&gt;
Users will be beneficially impacted by Deep Shadow Maps.  Transparent/colored shadows will no longer be a ray tracing-only option.  Hair shadows will render much more realistically.&lt;br /&gt;
&lt;br /&gt;
==Deliverables/Schedule==&lt;br /&gt;
&lt;br /&gt;
* Create a simple Deep Shadow Map implementation, with transparent/colored shadows.&lt;br /&gt;
* Implement a compressed cache scheme to conserve RAM.&lt;br /&gt;
* Implement mipmapping for deep shadow maps.&lt;br /&gt;
* Implement motion blurring for deep shadow maps.&lt;br /&gt;
* Extend cache system to image buffers.&lt;br /&gt;
* If time permits, write volumetric system for rendering halo shadows.&lt;br /&gt;
&lt;br /&gt;
==Details==&lt;br /&gt;
&lt;br /&gt;
Deep shadow maps are, at their most basic form, an abuffer with slightly different oversampling techniques then used in normal rendering.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Abuffers&amp;quot; are simple zbuffer rasterizers that store multiple Z-samples per pixel, one for each transparent face encountered.  In the case of deep shadow maps, each pixel inside the map stores alpha and color for every Z-sample visible from the light source&lt;br /&gt;
&lt;br /&gt;
Deep shadow maps can be filtered in a way similar to anti-aliasing.  They can be mipmapped, allowing for more accurate, faster shadows during rendering.  Since they support transparency, deep shadow maps can also be rendered with motion blur, allowing for properly motion-blurred shadows.&lt;br /&gt;
&lt;br /&gt;
The disadvantage of deep shadow maps is their RAM consumption; because they have to store so much data, they take a great deal of RAM. To compensate for this, a tiling caching system will be implemented. This system will swap shadow map tiles out to disk as needed to keep RAM consumption below a user-defined limit.&lt;br /&gt;
&lt;br /&gt;
==Bio==&lt;br /&gt;
&lt;br /&gt;
I am a 20 year old student, attending Northern Arizona University in Arizona, USA.  I have experience working with Blender's codebase, including the render code.&lt;br /&gt;
&lt;br /&gt;
I've been coding in C for 5 years, and I've been working with Blender's code for the past 3.  I've coded a ray tracing system, a scanline renderer, a fairly complete GUI library, and a (incomplete) DAG node-based audio editor system.&lt;br /&gt;
&lt;br /&gt;
In addition to C, I'm also proficient in C++ (5 years), Python (4 years), Visual Basic 6.0, with lesser experience in PHP and Perl.&lt;/div&gt;</summary>
		<author><name>wiki&gt;Joeedh</name></author>
		
	</entry>
</feed>