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An object-oriented approach to shadow generation in computer graphics

机译:面向对象的方法在计算机图形学中生成阴影

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This paper presents an object-oriented shadow generation algorithm for a large number of convex polyhedra (objects) in a 3-D scene. In the past, the shadow volume binary space partitioning (SVBSP) tree algorithm is known to be efficient in a static environment in which the point light source can be changed. However, if a scene consists of many objects and each object consists of many polygons, the time complexity for generating and traversing an SVBSP tree increases rapidly because the SVBSP tree algorithm only deals with polygons which are components of objects. Furthermore, the SVBSP tree algorithm suffers from polygon-splitting problems resulting in a high cost as the number of polygons increases. Our approach is object-oriented in the sense that an object is used as the basic logical unit instead of polygons. In the preprocessing stage the object ordering for shadow generation is determined for all possible light source positions. At the run time, the shadow detection algorithm is executed, and if necessary, shadow fragments are generated. We also present an approach to retrieving, updating, and displaying a 3-D static or dynamic world which consists of a large number of objects.
机译:本文提出了一种针对3D场景中大量凸多面体(对象)的面向对象的阴影生成算法。过去,已知阴影体积二进制空间划分(SVBSP)树算法在可以更改点光源的静态环境中有效。但是,如果一个场景包含许多对象,而每个对象包含许多多边形,则生成和遍历SVBSP树的时间复杂度会迅速增加,因为SVBSP树算法仅处理作为对象组成部分的多边形。此外,SVBSP树算法遭受多边形分裂问题,随着多边形数目的增加,导致成本较高。我们的方法是面向对象的,即将对象用作基本逻辑单元而不是多边形。在预处理阶段,确定所有可能光源位置的阴影生成对象顺序。在运行时,执行阴影检测算法,并在必要时生成阴影片段。我们还提出了一种检索,更新和显示由大量对象组成的3-D静态或动态世界的方法。

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