Visual acceptance evaluation of soft shadow algorithms for virtual TV studios

Hüseyin Ayten, J. Herder, Wolfgang Vonolfen
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引用次数: 2

Abstract

Shadows in computer graphics are an important rendering aspect for spatial objects. For realtime computer applications such as games, it is essential to represent shadows as accurate as possible. Also, various tv stations work with virtual studio systems instead of real studio sets. Especially for those systems, a realistic impression of the rendered and mixed scene is important. One challenge, hence, is the creation of a natural shadow impression. This paper presents the results of an empirical study to compare the performance and quality of different shadow mapping methods. For this test, a prototype studio renderer was developed. A percentage closer filter (pcf) with a number of specific resolutions is used to minimize the aliasing issue. More advanced algorithms which generate smooth shadows like the percentage closer soft shadow (pcss) method as well as the variance shadow maps (vsm) method are analysed. Different open source apis are used to develop the virtual studio renderer, giving the benefit of permanent enhancement. The Ogre 3D graphic engine is used to implement the rendering system, benefiting from various functions and plugins. The transmission of the tracking data is accomplished with the vrpn server/client and the Intersense api. The different shadow algorithms are compared in a virtual studio environment which also casts real shadows and thus gives a chance for a direct comparison throughout the empirical user study. The performance is measured in frames per second.
虚拟电视演播室软阴影算法的视觉接受度评价
在计算机图形学中,阴影是空间对象渲染的一个重要方面。对于诸如游戏之类的实时计算机应用程序,尽可能准确地表示阴影是至关重要的。此外,许多电视台使用虚拟演播室系统而不是真实的演播室。特别是对于这些系统,渲染和混合场景的逼真印象非常重要。因此,一个挑战是创造一个自然的阴影印象。本文介绍了一项实证研究的结果,比较了不同阴影映射方法的性能和质量。为了这个测试,我们开发了一个原型工作室渲染器。使用具有许多特定分辨率的百分比更接近过滤器(pcf)来最小化混叠问题。分析了更先进的生成平滑阴影的算法,如百分比更接近软阴影(pcss)方法和方差阴影映射(vsm)方法。不同的开源api被用于开发虚拟工作室渲染器,提供永久增强的好处。渲染系统采用Ogre 3D图形引擎实现,得益于各种功能和插件。跟踪数据的传输由vrpn服务器/客户端和Intersense api完成。不同的阴影算法在虚拟工作室环境中进行比较,该环境也会投射真实的阴影,从而在整个经验用户研究中提供直接比较的机会。性能是以每秒帧数来衡量的。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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