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Real-time shadows for animated crowds in virtual cities

机译:虚拟城市中动画人群的实时阴影

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In this paper, we address the problem of shadow computation for large environments including thousands of dynamic objects. The method we propose is based on the assumption that the environment is 2.5D, which is often the case for virtual cities, thus avoiding complex visibility computation. We apply our method for virtual cities populated by thousands of walking humans, which we render with impostors, allowing real time simulation.In this paper, we treat the cases of shadows cast by buildings on humans, and by humans on the ground. To avoid 3D computation, we represent the shadows cast by buildings onto the environment with a 2.5D shadow map. When humans move, we quickly access the shadow information at the current location with a 2D grid. For each new position of a human, we compute its coverage by the shadow, and we render the shadow on top of the impostor with low cost using multi-texturing hardware. We also use the property of an impostor to display the shadow of humans on the ground plane, byprojecting the impostor relatively to the light source.The method is currently limited to sharp shadows and a single light source. However approximations could be made to allow non-accurate soft-shadows. We show in the results that the computation of the shadows, as well as the display is done in real time, and that the method could be easily extended to real time moving light sources.
机译:在本文中,我们解决了包含数千个动态对象的大型环境中阴影计算的问题。我们提出的方法基于环境为2.5D的假设(虚拟城市经常遇到这种情况),从而避免了复杂的可见性计算。我们将我们的方法应用于由成千上万的步行者组成的虚拟城市,并使用冒名顶替者进行渲染,从而可以进行实时模拟。为了避免3D计算,我们使用2.5D阴影贴图表示建筑物投射到环境上的阴影。当人类移动时,我们使用2D网格快速访问当前位置的阴影信息。对于人类的每个新位置,我们通过阴影计算其覆盖范围,并使用多纹理硬件以低成本将阴影渲染在冒名顶替者的顶部。通过将伪造者相对于光源投影,我们还使用伪造者的属性在地面上显示人的阴影。该方法目前仅限于锐利的阴影和单个光源。但是,可以进行近似以允许不精确的软阴影。我们在结果中表明,阴影的计算以及显示都是实时完成的,并且该方法可以轻松扩展到实时移动光源。

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