Euclidean Distance Transform Shadow Mapping

Márcio C. F. Macedo, A. Apolinario
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引用次数: 3

Abstract

The high-quality simulation of the penumbra effect in real-time shadows is a challenging problem in shadow mapping. The existing shadow map filtering techniques are prone to aliasing and light leaking artifacts which decrease the shadow visual quality. In this paper, we aim to minimize both problems with the Euclidean distance transform shadow mapping. To reduce the perspective aliasing artifacts generated by shadow mapping, we revectorize the hard shadow boundaries using the revectorization-based shadow mapping. Then, an exact normalized Euclidean distance transform is computed in the user-defined penumbra region to simulate the penumbra effect. Finally, a mean filter is applied to further suppress skeleton artifacts generated by the distance transform. The results obtained show that our technique runs entirely on the GPU, produces less artifacts than related work, and provides real-time performance.
欧氏距离变换阴影映射
实时阴影中半影效果的高质量模拟是阴影映射中的一个难题。现有的阴影贴图滤波技术容易产生混叠和漏光现象,从而降低阴影的视觉质量。在本文中,我们的目标是用欧氏距离变换阴影映射最小化这两个问题。为了减少阴影映射产生的透视混叠伪影,我们使用基于反向的阴影映射对硬阴影边界进行反向。然后,在用户定义的半影区域计算精确的归一化欧氏距离变换来模拟半影效果。最后,利用均值滤波进一步抑制距离变换产生的骨架伪影。结果表明,我们的技术完全运行在GPU上,比相关工作产生更少的伪影,并提供实时性能。
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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CiteScore
2.20
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0.00%
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