This paper describes a fast, practical algorithm to compute the shadow boundaries in a polyhedral scene illuminated by a polygonal light source. The shadow boundaries divide the faces of the scene into regions such that the structure or "aspect" of the visible area of the light source is constant within each region. The paper also describes a fast, practical algorithm to compute the structure of the visible light source in each region. Both algorithms exploit spatial coherence and are the most efficient yet developed.
Given the structure of the visible light source in a region, queries of the form "What specific areas of the light source are visible?" can be answered almost instantly from any point in the region. This speeds up by several orders of magnitude the accurate computation of first level diffuse reflections due to an area light source. Furthermore, the shadow boundaries form a good initial decomposition of the scene for global illumination computations.
本文介绍了一种快速实用的算法,可以计算由多边形光源照射的多面场景中的阴影边界。阴影边界将场景的面孔划分为多个区域,以使光源的可见区域的结构或“纵横比”在每个区域内保持不变。本文还介绍了一种快速,实用的算法来计算每个区域中可见光源的结构。两种算法都利用了空间相干性,并且是迄今为止开发效率最高的算法。 P>
给定一个区域中可见光源的结构,查询形式为“可见光源的哪些特定区域?”几乎可以从该区域的任何位置立即得到回答。由于面光源,第一级漫反射的精确计算速度提高了几个数量级。此外,阴影边界可以很好地对场景进行初始分解,以进行全局照明计算。 P>
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机译:通过空间约束的反投影快速进行多变量多视图分割
机译:基于迭代的仿真方法的快速计算-带阴影的非相干询问的案例研究
机译:使用反投影的面光源快速阴影算法
机译:用于发散束层析成像的快速反投影算法。
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机译:使用空间相干和反投影快速计算阴影边界