4D-rasterization for Fast Soft Shadow Rendering

Lili Wang, Qi Zhao, Chunlei Meng, V. Popescu
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Abstract

This paper describes an algorithm for rendering soft shadows efficiently by generalizing conventional triangle projection and rasterization from 2D to 4D. The rectangular area light source is modeled with a point light source that translates with two degrees of freedom. This generalizes the projection of triangles and of output image samples, as seen from the light, to the locus of projections as the light translates. The generalized projections are rasterized to determine a conservative set of sample/triangle pairs, which are then examined to derive light occlusion masks for each sample. The algorithm is exact in the sense that each element of the occlusion mask of a sample is computed accurately by considering all potentially blocking triangles. The algorithm does not require any type of precomputation so it supports fully dynamic scenes. We have tested our algorithm on several scenes to render complex soft shadows accurately at interactive rates.
快速软阴影渲染的4d光栅化
本文介绍了一种将传统的三角形投影和栅格化从二维推广到四维的算法。矩形区域光源采用两个自由度平移的点光源建模。这概括了三角形和输出图像样本的投影,正如从光中看到的那样,到光平移时的投影轨迹。对广义投影进行栅格化,以确定一组保守的样本/三角形对,然后对这些样本进行检查,以获得每个样本的光遮挡掩模。该算法是精确的,因为通过考虑所有潜在的阻塞三角形,可以准确地计算样本的遮挡掩模的每个元素。该算法不需要任何类型的预计算,因此它支持完全动态的场景。我们已经在几个场景中测试了我们的算法,以准确地以交互速率渲染复杂的软阴影。
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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