平滑半影过渡与阴影地图

Willem H. de Boer
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引用次数: 14

摘要

我们提出了一种方法来渲染美学正确的软阴影,表现出光滑的内部和外部半影和自阴影。我们的方法是普通阴影映射的扩展;在额外的步骤中,从区域光的中心看到的遮挡阴影轮廓边缘被检测并挤压成所谓的裙子。这一步完全在图像空间中完成,因此不需要构造额外的几何原语。在最终渲染过程中,使用裙边的深度信息和阴影图的随机采样来识别半影区域。我们的算法已经在可编程着色器硬件上成功实现,并获得了交互帧率。我们观察到我们实现的主要瓶颈在于光栅化阶段;性能主要取决于光源的大小。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Smooth Penumbra Transitions with Shadow Maps
We present a method for rendering aesthetically correct soft shadows that exhibit smooth inner and outer penumbrae and self-shadowing. Our approach is an extension of ordinary shadow mapping; in an additional step, occluder shadow silhouette edges, as seen from the center of an area light, are detected and extruded into so-called skirts. This step is done entirely in image space, and as such does not require the construction of extra geometric primitives. During final rendering, penumbra regions are identified using the depth information of the skirts and stochastic sampling of the shadow map. Our algorithm has been successfully implemented on programmable shader hardware, and interactive frame rates are obtained. We observe that the main bottleneck of our implementation lies in the rasterization stage; performance mainly depends on the size of the light source.
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