鲁棒软阴影映射与反向投影和深度剥落

Louis Bavoil, Steven P. Callahan, Cláudio T. Silva
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引用次数: 33

摘要

软阴影映射是实时软阴影问题的一个有吸引力的解决方案,因为它适用于任何类型的栅格化几何(特别是alpha透明纹理和头发),它不需要任何预计算,并且在GPU上很容易实现。然而,最先进的方法有一些限制,使它们无法适用于所有场景。首先,需要参数调整以避免表面痤疮。其次,阴影图像素之间的间隙要么被忽略,这会导致光出血,要么使用间隙填充来处理,这会导致阴影。基于最近的反向投影算法,我们提出了一种更强大的软阴影映射技术,该技术使用深度剥离来解决表面痤疮和轻度出血的问题。我们的算法使用多层阴影贴图来减少光出血,并使用中点阴影贴图来更稳健地处理自阴影。它为复杂的场景提供高质量的软阴影,同时仍然保持交互渲染率。源代码可在线获得。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Robust Soft Shadow Mapping with Backprojection and Depth Peeling
Soft shadow mapping is an attractive solution to the problem of realtime soft shadows because it works with any kind of rasterizable geometry (in particular alpha-transparent textures and hair), it does not require any precomputation, and it is simple to implement on the GPU. However, state-of-the-art approaches have several limitations that prevent them from being practical for all scenes. First, parameter tuning is required to avoid surface acne. Second, gaps between shadowmap pixels are either ignored, which results in light bleeding, or handled using gap filling, which results in overshadowing. We present a more robust soft shadow mapping technique, based on a recent backprojection algorithm, that uses depth peeling to address the problems of surface acne and light bleeding. Our algorithm uses a multi-layer shadow map to reduce light bleeding, and midpoint shadow maps to handle self-shadowing more robustly. It provides high-quality soft shadowing for complex scenes, while still maintaining interactive rendering rates. Source code is available online.
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