【24h】

A fast shadow algorithm for area light sources using backprojection

机译:使用反投影的面光源快速阴影算法

获取原文

摘要

The fast identification of shadow regions due to area light sources is necessary for realistic rendering and for discontinuity meshing for global illumination. A new shadow-determination algorithm is presented that uses a data structure, called a backprojection, to represent the visible portion of a light source from any point in the scene. A complete discontinuity meshing algorithm is described for polyhedral scenes and area light sources, which includes an important class of light/geometry interactions that have not been implemented before. A fast incremental algorithm for computing backprojections is also described. The use of spatial subdivision, and heuristics based on computed statistics of typical scenes, results in efficient mesh and backprojection computation. Results of the implementation show that the use of the backprojection and discontinuity meshing permits accelerated high-quality rendering of shadows using both ray-casting and polygon-rendering with interpolants.

机译:

对于实际渲染和对于全局照明的不连续网格划分,必须快速识别由于面光源而引起的阴影区域。提出了一种新的阴影确定算法,该算法使用称为 backprojection 的数据结构来表示场景中任何一点的光源可见部分。描述了用于多面体场景和面光源的完整不连续网格划分算法,其中包括一类以前从未实现的重要的光/几何交互。还介绍了一种用于计算反投影的快速增量算法。使用空间细分以及基于典型场景的统计数据的启发式方法,可以实现高效的网格和反投影计算。实施结果表明,使用反投影网格和不连续网格可以通过使用内插法的射线投射和多边形渲染来加速阴影的高质量渲染。

著录项

相似文献

  • 外文文献
  • 中文文献
  • 专利
获取原文

客服邮箱:kefu@zhangqiaokeyan.com

京公网安备:11010802029741号 ICP备案号:京ICP备15016152号-6 六维联合信息科技 (北京) 有限公司©版权所有
  • 客服微信

  • 服务号