Revectorization-Based Shadow Mapping

Márcio C. F. Macedo, A. Apolinario
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引用次数: 10

Abstract

Real-time rendering of high-quality, anti-aliased shadows is a challenging problem in shadow mapping. Filtering the shadow map reduces aliasing, but artifacts are still visible for low-resolution shadow maps or small kernel sizes. Moreover, the existing techniques suffer from light leaking artifacts. Shadow silhouette recovery reduces perspective aliasing at the cost of large memory footprint and high computational overhead for the shadow mapping. In this paper, we reduce aliasing with the revectorizationbased shadow mapping. To effectively reduce the perspective aliasing, we revectorize shadow boundaries based on their discontinuity directions. Then, we take advantage of the discontinuity space to filter the shadow silhouettes, further suppressing the remaining artifacts. To control the filter kernel size, we incorporate percentage-closer filtering into the algorithm. This enables us to reduce jagged shadow boundaries, to simulate penumbra and to provide high-quality screen-space anti-aliasing. Compared to previous techniques, we show that shadow revectorization produces less artifacts, consumes less memory and offers real-time performance. The results show that our solution can be used in games and other applications in which real-time, high-quality shadows are desirable.
基于反转的阴影映射
高质量、抗混叠阴影的实时渲染是阴影映射中的一个难题。过滤阴影映射减少了混叠,但是对于低分辨率阴影映射或小内核大小仍然可以看到工件。此外,现有的技术还存在光泄漏的问题。阴影轮廓恢复减少了视角混叠的代价是大量的内存占用和阴影映射的高计算开销。在本文中,我们使用基于反转的阴影映射来减少混叠。为了有效地减少透视混叠,我们根据阴影边界的不连续方向对阴影边界进行了反演。然后,我们利用不连续空间对阴影轮廓进行过滤,进一步抑制残留的伪影。为了控制过滤器核的大小,我们在算法中加入了百分比逼近过滤。这使我们能够减少锯齿状阴影边界,模拟半影,并提供高质量的屏幕空间抗锯齿。与以前的技术相比,我们表明阴影反求产生更少的伪影,消耗更少的内存并提供实时性能。结果表明,我们的解决方案可以用于游戏和其他需要实时、高质量阴影的应用。
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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