A fast shadow algorithm for area light sources using backprojection

G. Drettakis, E. Fiume
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引用次数: 172

Abstract

The fast identification of shadow regions due to area light sources is necessary for realistic rendering and for discontinuity meshing for global illumination. A new shadow-determination algorithm is presented that uses a data structure, called a backprojection, to represent the visible portion of a light source from any point in the scene. A complete discontinuity meshing algorithm is described for polyhedral scenes and area light sources, which includes an important class of light/geometry interactions that have not been implemented before. A fast incremental algorithm for computing backprojections is also described. The use of spatial subdivision, and heuristics based on computed statistics of typical scenes, results in efficient mesh and backprojection computation. Results of the implementation show that the use of the backprojection and discontinuity meshing permits accelerated high-quality rendering of shadows using both ray-casting and polygon-rendering with interpolants.
基于反向投影的区域光源快速阴影算法
快速识别由区域光源引起的阴影区域对于逼真的渲染和全局照明的不连续网格划分是必要的。提出了一种新的阴影确定算法,该算法使用一种称为反向投影的数据结构来表示场景中任何一点的光源可见部分。描述了一种完整的多面体场景和区域光源的不连续网格划分算法,其中包括一类重要的光/几何相互作用,这是以前没有实现的。本文还描述了一种快速增量算法。使用空间细分和基于典型场景计算统计的启发式方法,可以实现高效的网格和反向投影计算。实现的结果表明,使用反向投影和不连续网格可以使用光线投射和多边形插值渲染加速高质量的阴影渲染。
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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