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Multi-resolution Shadow Mapping Using CUDA Rasterizer

机译:使用CUDA光栅化的多分辨率阴影映射

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Shadow mapping is a fast and easy to use method to produce hard shadows. However, it introduces aliasing due to its uniform sampling strategy and limited shadow map resolution. In this paper, we propose a memory efficient algorithm to render high quality shadows. Our algorithm is based on a multi-resolution shadow map structure, which includes a conventional shadow map for scene regions where a low-resolution shadow map is sufficient, and a high-resolution patch buffer to capture scene regions that are susceptible to aliasing. With this data structure, we are able to capture shadow details with far less memory footprint than conventional shadow mapping. In order to maintain an appropriate performance compared to conventional shadow mapping, we designed a customized CUDA rasterizer to render the high-resolution patches.
机译:阴影映射是一种快速且易于使用的方法来产生硬阴影。但是,由于其统一的采样策略和有限的阴影图分辨率,它引入了别名。在本文中,我们提出了一种记忆有效的算法来呈现高质量的阴影。我们的算法基于多分辨率阴影映射结构,其包括用于场景区域的传统阴影图,其中低分辨率阴影图足够,并且高分辨率贴片缓冲器捕获易受别名的场景区域。通过这种数据结构,我们能够捕获与传统阴影映射的内存占用脚印的阴影细节。为了保持适当的性能与传统阴影映射相比,我们设计了一个定制的CUDA光栅化器,以渲染高分辨率补丁。

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