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Shadow Silhouette Maps

机译:阴影轮廓图

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摘要

The most popular techniques for interactive rendering of hard shadows are shadow maps and shadow volumes. Shadow maps work well in regions that are completely in light or in shadow but result in objectionable artifacts near shadow boundaries. In contrast, shadow volumes generate precise shadow boundaries but require high fill rates. In this paper, we propose the method of silhouette maps, in which a shadow depth map is augmented by storing the location of points on the geometric silhouette. This allows the shader to construct a piecewise linear approximation to the true shadow silhouette, improving the visual quality over the piecewise constant approximation of conventional shadow maps. We demonstrate an implementation of our approach running on programmable graphics hardware in real-time.
机译:交互式绘制硬阴影的最流行技术是阴影贴图和阴影体积。阴影贴图在完全处于光线或阴影中但在阴影边界附近导致令人反感的伪影的区域中效果很好。相反,阴影体积生成精确的阴影边界,但需要较高的填充率。在本文中,我们提出了轮廓图的方法,其中通过在几何轮廓上存储点的位置来增加阴影深度图。这使着色器可以构建与真实阴影轮廓的分段线性逼近,从而在视觉上优于常规阴影贴图的分段常数逼近。我们演示了一种在可编程图形硬件上实时运行的方法的实现。

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