Near real-time shadow generation using BSP trees

Norman Chin, Steven K. Feiner
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引用次数: 190

Abstract

This paper describes an object-space shadow generation algorithm for static polygonal environments illuminated by movable point light sources. The algorithm can be easily implemented on any graphics system that provides fast polygon scan-conversion and achieves near real-time performance for environments of modest size. It combines elements of two kinds of current shadow generation algorithms: two-pass object-space approaches and shadow volume approaches. For each light source a Binary Space Partitioning (BSP) tree is constructed that represents the shadow volume of the polygons facing it. As each polygon's contribution to a light source's shadow volume is determined, the polygon's shadowed and lit fragments are computed by filtering it down the shadow volume BSP tree. The polygonal scene with its computed shadows can be rendered with any polygon-based visible-surface algorithm. Since the shadow volumes and shadows are computed in object space, they can be used for further analysis of the scene. Pseudocode is provided, along with pictures and timings from an interactive implementation.
接近实时的阴影生成使用BSP树
本文提出了一种针对可移动点光源照射的静态多边形环境的物体空间阴影生成算法。该算法可以很容易地在任何图形系统上实现,提供快速多边形扫描转换,并在中等大小的环境中实现接近实时的性能。它结合了两种当前阴影生成算法的元素:两遍对象空间方法和阴影体积方法。对于每个光源,构建一个二进制空间划分(BSP)树,表示面对它的多边形的阴影体积。当每个多边形对光源阴影体积的贡献被确定后,多边形的阴影和光照片段通过在阴影体积BSP树中过滤来计算。多边形场景及其计算阴影可以用任何基于多边形的可见表面算法进行渲染。由于阴影体积和阴影是在物体空间中计算的,因此它们可以用于进一步分析场景。提供了伪代码,以及来自交互式实现的图片和计时。
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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