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Occlusion culling and z-fail for soft shadow volume algorithms

机译:软阴影体积算法的遮挡剔除和z失败

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This paper presents a significant improvement of our previously proposed soft shadow volume algorithm for simulating soft shadows. By restructuring the algorithm, we can considerably simplify the computations, introduce efficient occlusion culling with speedups of 3-4 times, thus approaching real-time performance. We can also generalize the algorithm to produce correct shadows even when the eye is inside a shadowed region (using z-fail). We present and evaluate a three pass implementation of the restructured algorithm for near real-time rendering of soft shadows on a computer with a commodity graphics accelerator. However, preferably the rendering of the wedges should be implemented in hardware, and for this we suggest and evaluate a single pass algorithm.
机译:本文提出了我们先前提出的用于模拟软阴影的软阴影体积算法的重大改进。通过重构算法,我们可以大大简化计算,引入有效的遮挡剔除,速度提高3-4倍,从而达到实时性能。即使眼睛在阴影区域内,我们也可以泛化该算法以产生正确的阴影(使用z-fail)。我们提出并评估了重构算法的三遍实现,以在具有商用图形加速器的计算机上近乎实时地渲染软阴影。但是,最好在硬件中实现楔的渲染,为此,我们建议并评估单遍算法。

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