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Point Splatting Based on Translucent Shadow Mapping and Hierarchical Bucket Sorting

机译:基于半透明阴影映射和层次桶分类的点喷溅

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摘要

In this paper we present our solution for shadow generation, visibility sorting and GPU based shading of translucent point data for point based rendering. Our Translucent Shadow Mapping Algorithm uses a spherical coordinate system and solves the distance-based sorting, transparency calculation, shadow mapping, omni-directional mapping and light intensity attenuation problems in one step. We also propose a novel algorithm for visibility sorting of unstructured grid data using the Hierarchical Bucket Sorting approach. This algorithm uses less memory and produces precise back-to-front ordered slices compared to previous methods. Finally, the shading calculations are performed in the GPU, using the rendering-oriented attributes of the point splats. Furthermore, we demonstrate the efficiency and flexibility of our novel approach of point splatting by showing several rendering results for visualizing mixed 3D data sets.
机译:在本文中,我们介绍了用于半透明点数据的阴影生成,可见性排序和基于GPU着色的解决方案,用于基于点的渲染。我们的半透明阴影贴图算法使用球坐标系,并一步解决了基于距离的排序,透明度计算,阴影贴图,全向贴图和光强度衰减问题。我们还提出了一种新颖的算法,用于使用“分层存储桶排序”方法对非结构化网格数据进行可见性排序。与以前的方法相比,该算法使用更少的内存并产生精确的从前到后的有序切片。最后,使用点splats的面向渲染的属性在GPU中执行阴影计算。此外,我们通过显示几种渲染结果以可视化混合3D数据集,展示了我们新的点喷溅方法的效率和灵活性。

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