减法阴影:一个灵活的框架的阴影水平的细节

Christopher DeCoro, S. Rusinkiewicz
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引用次数: 5

摘要

我们探讨了在模拟复杂反射率和光照(如由环境地图指定)的实时应用中反转阴影计算过程的含义。我们不是在不同的光中添加每个像素的照明贡献,而是使用近似值计算每个像素上完整的、无阴影的局部照明,然后从像素处于阴影中的每个光中减去照明贡献。这为阴影计算提供了灵活的细节水平,这是标准的加法阴影所没有的,比如允许使用快速的方法来精确的直接照明,结合少量的阴影投射灯,并允许下采样阴影以减少填充成本。这种技术保留了场景中最重要的视觉部分——直接照明——并允许以较低的保真度呈现阴影,以换取速度的提高。通过减法阴影,我们能够交互式地操纵和渲染任意brdf和环境地图,应用于复杂的动态阴影场景,实现以前需要离线计算或预处理的实时效果。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Subtractive Shadows: A Flexible Framework for Shadow Level of Detail
We explore the implications of reversing the process of shadow computation for real-time applications that model complex reflectance and lighting (such as that specified by an environment map). Instead of adding illumination contributions at each pixel across various lights, we compute the complete, unshadowed local illumination at each pixel using approximations, then subtract the lighting contribution from each light for which the pixel is in shadow. This provides flexible level of detail for shadow computation in ways that standard additive shadows do not, such as permitting the use of fast methods for accurate direct illumination combined with a small number of shadow-casting lights, and allowing for downsampled shadows to reduce fill cost. This technique preserves that portion of the scene with the greatest visual importance—the direct illumination—and allows shadows to be presented with lower fidelity in exchange for improvements in speed. With subtractive shadows, we are able to interactively manipulate and render arbitrary BRDFs and environment maps applied to complex, dynamic scenes with shadows, achieving in real time effects that previously required offline computation or preprocessing.
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