拟合的虚拟阴影地图

Markus Giegl, M. Wimmer
{"title":"拟合的虚拟阴影地图","authors":"Markus Giegl, M. Wimmer","doi":"10.1145/1268517.1268545","DOIUrl":null,"url":null,"abstract":"Too little shadow map resolution and resulting undersampling artifacts, perspective and projection aliasing, have long been a fundamental problem of shadowing scenes with shadow mapping.\n We present a new smart, real-time shadow mapping algorithm that virtually increases the resolution of the shadow map beyond the GPU hardware limit where needed. We first sample the scene from the eye-point on the GPU to get the needed shadow map resolution in different parts of the scene. We then process the resulting data on the CPU and finally arrive at a hierarchical grid structure, which we traverse in kd-tree fashion, shadowing the scene with shadow map tiles where needed.\n Shadow quality can be traded for speed through an intuitive parameter, with a homogenous quality reduction in the whole scene, down to normal shadow mapping. This allows the algorithm to be used on a wide range of hardware.","PeriodicalId":197912,"journal":{"name":"International Genetic Improvement Workshop","volume":"14 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2007-05-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"30","resultStr":"{\"title\":\"Fitted virtual shadow maps\",\"authors\":\"Markus Giegl, M. Wimmer\",\"doi\":\"10.1145/1268517.1268545\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Too little shadow map resolution and resulting undersampling artifacts, perspective and projection aliasing, have long been a fundamental problem of shadowing scenes with shadow mapping.\\n We present a new smart, real-time shadow mapping algorithm that virtually increases the resolution of the shadow map beyond the GPU hardware limit where needed. We first sample the scene from the eye-point on the GPU to get the needed shadow map resolution in different parts of the scene. We then process the resulting data on the CPU and finally arrive at a hierarchical grid structure, which we traverse in kd-tree fashion, shadowing the scene with shadow map tiles where needed.\\n Shadow quality can be traded for speed through an intuitive parameter, with a homogenous quality reduction in the whole scene, down to normal shadow mapping. This allows the algorithm to be used on a wide range of hardware.\",\"PeriodicalId\":197912,\"journal\":{\"name\":\"International Genetic Improvement Workshop\",\"volume\":\"14 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2007-05-28\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"30\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"International Genetic Improvement Workshop\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1145/1268517.1268545\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"International Genetic Improvement Workshop","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/1268517.1268545","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 30

摘要

过小的阴影贴图分辨率和由此产生的欠采样伪影,透视和投影混叠,一直是阴影映射场景的基本问题。我们提出了一种新的智能,实时阴影映射算法,在需要的地方实际上增加了超出GPU硬件限制的阴影映射的分辨率。我们首先从GPU上的眼睛点对场景进行采样,以获得场景不同部分所需的阴影贴图分辨率。然后我们在CPU上处理结果数据,最后到达一个分层网格结构,我们以kd-tree的方式遍历,在需要的地方用阴影贴图贴图贴图遮蔽场景。阴影质量可以通过一个直观的参数来换取速度,在整个场景中减少均匀的质量,直到正常的阴影映射。这使得该算法可以在各种硬件上使用。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Fitted virtual shadow maps
Too little shadow map resolution and resulting undersampling artifacts, perspective and projection aliasing, have long been a fundamental problem of shadowing scenes with shadow mapping. We present a new smart, real-time shadow mapping algorithm that virtually increases the resolution of the shadow map beyond the GPU hardware limit where needed. We first sample the scene from the eye-point on the GPU to get the needed shadow map resolution in different parts of the scene. We then process the resulting data on the CPU and finally arrive at a hierarchical grid structure, which we traverse in kd-tree fashion, shadowing the scene with shadow map tiles where needed. Shadow quality can be traded for speed through an intuitive parameter, with a homogenous quality reduction in the whole scene, down to normal shadow mapping. This allows the algorithm to be used on a wide range of hardware.
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信