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An Optimized Soft Shadow Volume Algorithm with Real-Time Performance

机译:具有实时性能的优化软阴影体积算法

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In this paper, we present several optimizations to our previously presented soft shadow volume algorithm. Our optimizations include tighter wedges, heavily optimized pixel shader code for both rectangular and spherical light sources, a frame buffer blending technique to overcome the limitation of 8-bit frame buffers, and a simple culling algorithm. These together give real-time performance, and for simple models we get frame rates of over 150 fps. For more complex models 50 fps is normal. In addition to optimizations, two simple techniques for improving the visual quality are also presented.
机译:在本文中,我们对先前介绍的软阴影体积算法进行了一些优化。我们的优化包括更紧密的楔形,针对矩形和球形光源的高度优化的像素着色器代码,克服8位帧缓冲区限制的帧缓冲区混合技术以及简单的剔除算法。这些都可以提供实时性能,对于简单的模型,我们可以获得超过150 fps的帧速率。对于更复杂的模型,50 fps是正常的。除了优化之外,还介绍了两种用于改善视觉质量的简单技术。

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