快速阴影贴图渲染多灯设置

Kai Selgrad, Jonas Müller, Christian Reintges, M. Stamminger
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摘要

在本文中,我们提出了一种方法,以有效地剔除大部分场景的阴影地图计算之前,为许多灯光设置。我们的方法是不可知的光源是如何产生的,因此工作与任何方法的光分布。我们的方法是基于以前的工作,剔除射线遍历,以加快区域光采样。应用于阴影映射,我们的方法适用于高分辨率和低分辨率的阴影映射,与之前的多光渲染工作相比,既不需要场景近似,也不限制光照范围,同时仍然提供显著的性能提升。与标准的筛选方法相比,阴影地图渲染本身的速度提高了1.5到8.6倍,而阴影地图渲染、查找和阴影的速度提高了1.1到4.2倍。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Fast Shadow Map Rendering for Many-Lights Settings
In this paper we present a method to efficiently cull large parts of a scene prior to shadow map computations for many-lights settings. Our method is agnostic to how the light sources are generated and thus works with any method of light distribution. Our approach is based on previous work in culling for ray traversal to speed up area light sampling. Applied to shadow mapping our method works for high- and low-resolution shadow maps and, in contrast to previous work on many-lights rendering, does neither entail scene approximations nor imposes limits on light range, while still providing significant gains in performance. In contrast to standard culling methods shadow map rendering itself is sped up by a factor of 1.5 to 8.6 while the speedup of shadow map rendering, lookup and shading together ranges from 1.1 to 4.2.
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