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Soft Irregular Shadow Mapping: Fast, High-Quality, and Robust Soft Shadows

机译:软不规则影子映射:快速,高品质,柔软的阴影

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We introduce a straightforward, robust, and efficient algorithm for rendering high-quality soft shadows in dynamic scenes. Each frame, points in the scene visible from the eye are inserted into a spatial acceleration structure. Shadow umbrae are computed by sampling the scene from the light at the image plane coordinates given by the stored points. Penumbrae are computed at the same set of points, per silhouette edge, in two steps. First, the set of points affected by a given edge is estimated from the expected light-view screen-space bounds of the corresponding penumbra. Second, the actual overlap between these points and the penumbra is computed analytically directly from the occluding geometry. The umbral and penumbral sources of occlusion are then combined to determine the degree of shadow at the eye-view pixel corresponding to each sample point. An implementation of this algorithm for the Larrabee architecture yields from 27 to 33 frames per second in simulation for scenes from a modern game, and produces significantly higher image quality than other recent methods in the real-time domain.
机译:我们介绍了一种简单,坚固,高效,高效的算法,用于在动态场景中呈现高质量的软阴影。从眼睛可见的场景中的每个帧,插入空间加速结构。通过从存储点给出的图像平面坐标处的光从光上采样场景来计算影子Umbrae。单步,分两步,Penumbrae计算在同一组点,每个轮廓边缘。首先,由相应的Penumbra的预期光视屏幕空间界限估计受给定边缘影响的一组点。其次,这些点和半影之间的实际重叠是直接从闭塞几何学进行分析计算的。然后将遮挡的遮光掩蚀源组合以确定对应于每个采样点的眼睛视图像素处的阴影程度。在现代游戏的场景模拟中,该算法的实现从27到33帧,并且在现代游戏的场景中,并且产生比实时域中的其他最近方法的图像质量明显更高。

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