Shadow silhouette maps

P. Sen, Mike Cammarano, P. Hanrahan
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引用次数: 135

Abstract

The most popular techniques for interactive rendering of hard shadows are shadow maps and shadow volumes. Shadow maps work well in regions that are completely in light or in shadow but result in objectionable artifacts near shadow boundaries. In contrast, shadow volumes generate precise shadow boundaries but require high fill rates. In this paper, we propose the method of silhouette maps, in which a shadow depth map is augmented by storing the location of points on the geometric silhouette. This allows the shader to construct a piecewise linear approximation to the true shadow silhouette, improving the visual quality over the piecewise constant approximation of conventional shadow maps. We demonstrate an implementation of our approach running on programmable graphics hardware in real-time.
阴影剪影地图
最流行的硬阴影交互渲染技术是阴影贴图和阴影体。阴影地图在完全处于光线或阴影中的区域工作得很好,但在阴影边界附近会产生令人反感的伪影。相反,阴影体生成精确的阴影边界,但需要高填充率。在本文中,我们提出了一种轮廓映射的方法,该方法通过存储几何轮廓上的点的位置来增强阴影深度图。这允许着色器构建一个分段线性近似的真实阴影轮廓,提高视觉质量的分段常数近似的传统阴影地图。我们演示了在可编程图形硬件上实时运行我们的方法的实现。
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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