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Research on Fast Soft Shadow Algorithm Based on 4D Rasterization

机译:基于4D栅格化的快速软阴影算法研究

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摘要

This paper introduces an algorithm that extends traditional 2D projection and rasterization to 4D space for fast soft shadow rendering. First, the rectangular area light source is seen as a point light source that translates with two degrees of freedom. As the point light source moving, the projections of the triangles and the output image samples on the projection plane are also moving. The locus of the projection is called the 4D projection. 4D projections are rasterized, and a conservative set of output image sample/triangle pairs can be obtained. The set is then examined to derive light mask for each sample. Since all potentially blocking triangles are considered, the algorithm is an accurate algorithm. And, the algorithm does not require any type of precomputation, so it supports fully dynamic scene. We have tested our algorithm on several scenes to render complex soft shadows accurately at interactive rates.
机译:本文介绍了一种算法,该算法将传统的2D投影和栅格化扩展到4D空间,以实现快速的软阴影渲染。首先,矩形区域光源被视为点光源,其以两个自由度平移。随着点光源的移动,三角形的投影以及在投影平面上的输出图像样本也在移动。投影的轨迹称为4D投影。对4D投影进行栅格化,可以获得一组保守的输出图像样本/三角形对。然后检查该集合以得出每个样本的光掩模。由于考虑了所有可能阻塞的三角形,因此该算法是一种准确的算法。并且,该算法不需要任何类型的预计算,因此它支持完全动态的场景。我们已经在几个场景上测试了我们的算法,以交互速率准确渲染复杂的软阴影。

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