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A Geometry-based Soft Shadow Volume Algorithm using Graphics Hardware

机译:基于图形硬件的基于几何的软阴影体积算法

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Most previous soft shadow algorithms have either suffered from aliasing, been too slow, or could only use a limited set of shadow casters and/or receivers. Therefore, we present a strengthened soft shadow volume algorithm that deals with these problems. Our critical improvements include robust penumbra wedge construction, geometry-based visibility computation, and also simplified computation through a four-dimensional texture lookup. This enables us to implement the algorithm using programmable graphics hardware, and it results in images that most often are indistinguishable from images created as the average of 1024 hard shadow images. Furthermore, our algorithm can use both arbitrary shadow casters and receivers. Also, one version of our algorithm completely avoids sampling artifacts which is rare for soft shadow algorithms. As a bonus, the four-dimensional texture lookup allows for small textured light sources, and, even video textures can be used as light sources. Our algorithm has been implemented in pure software, and also using the GeForce FX emulator with pixel shaders. Our software implementation renders soft shadows at 0.5-5 frames per second for the images in this paper. With actual hardware, we expect that our algorithm will render soft shadows in real time. An important performance measure is bandwidth usage. For the same image quality, an algorithm using the accumulated hard shadow images uses almost two orders of magnitude more bandwidth than our algorithm.
机译:以前的大多数软阴影算法要么遭受锯齿困扰,要么速度太慢,要么只能使用一组有限的阴影投射器和/或接收器。因此,我们提出了一种增强的软阴影体积算法来解决这些问题。我们的关键改进包括健壮的半影楔构造,基于几何的可见性计算,以及通过四维纹理查找简化的计算。这使我们能够使用可编程图形硬件来实现该算法,并且所生成的图像通常与创建为平均1024个硬阴影图像的图像几乎没有区别。此外,我们的算法可以使用任意阴影投射器和接收器。同样,我们算法的一种版本完全避免了采样伪影,这对于软阴影算法而言是罕见的。另外,二维纹理查找允许使用较小的纹理光源,甚至视频纹理也可以用作光源。我们的算法已在纯软件中实现,并已将GeForce FX仿真器与像素着色器一起使用。我们的软件实现为本文中的图像以0.5-5帧/秒的速度渲染柔和的阴影。对于实际的硬件,我们期望我们的算法将实时渲染柔和阴影。一个重要的性能指标是带宽使用率。对于相同的图像质量,使用累积的硬阴影图像的算法比我们的算法使用的带宽要高出近两个数量级。

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