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Frustum-Traced Irregular Z-Buffers: Fast, Sub-Pixel Accurate Hard Shadows

机译:截锥体跟踪的不规则Z缓冲区:快速,亚像素精确的硬阴影

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We further describe and analyze a real-time system for rendering antialiased hard shadows using irregular z-buffers (IZBs) that we first presented in Wyman et al. [1] . We focus on identifying bottlenecks, exploring these from an algorithmic complexity standpoint, and presenting techniques to improve performance. Our system remains interactive on a variety of game assets and CAD models while running at resolutions 1,920×1,080 and above and imposes no constraints on light, camera or geometry, allowing fully dynamic scenes without precomputation. We render sub-pixel accurate, 32 sample per pixel hard shadows at roughly twice the cost of a single sample per pixel. This allows us to smoothly animate even subpixel shadows from grass or wires without introducing spatial or temporal aliasing. Prior algorithms for irregular z-buffer shadows rely heavily on the GPU’s compute pipeline. Instead we leverage the standard rasterization-based graphics pipeline, including hardware conservative raster and early-z culling. Our key observation is noting a duality between irregular z-buffer performance and shadow map quality; irregular z-buffering is most costly exactly where shadow maps exhibit the worst aliasing. This allows us to use common shadow map algorithms, which typically improve aliasing, to instead reduce our cost. Compared to state of the art ray tracers, we spawn similar numbers of triangle intersections per pixel yet completely rebuild our data structure in under 1 ms per frame.
机译:我们进一步描述和分析了使用不规则z缓冲区(IZB)渲染抗锯齿硬阴影的实时系统,这在Wyman等人中首次提出。 [1]。我们专注于识别瓶颈,从算法复杂性的角度探讨这些瓶颈,并提出提高性能的技术。我们的系统在分辨率为1,920×1,080及以上的分辨率下运行时,可以在各种游戏资产和CAD模型上保持交互性,并且对灯光,相机或几何形状没有任何限制,从而可以实现完全动态的场景而无需预先计算。我们渲染的子像素准确,每个像素32个样本的硬阴影,其成本大约是每个像素单个样本的两倍。这使我们能够平滑地为来自草或电线的子像素阴影设置动画,而无需引入空间或时间混叠。先前用于不规则z缓冲区阴影的算法在很大程度上依赖于GPU的计算管道。取而代之的是,我们利用基于栅格化的标准图形管线,包括硬件保守栅格和Early-Z剔除。我们的主要观察结果是注意到不规则的z缓冲区性能和阴影贴图质量之间存在双重性。正好在阴影贴图显示最坏的混叠的地方,不规则的z缓冲最昂贵。这使我们可以使用常见的阴影贴图算法(通常可改善混叠)来降低成本。与最先进的光线追踪器相比,我们在每个像素处生成相似数量的三角形相交,但在每帧不到1 ms的时间内完全重建了我们的数据结构。

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