使用飞溅的体积阴影

Caixia Zhang, R. Crawfis
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引用次数: 22

摘要

本文描述了一种有效的模拟低反照率参与介质光衰减的算法。光衰减是使用喷溅体渲染器对观察者和光源进行建模的。在渲染过程中,2D阴影缓冲会衰减每个像素的光线。当足迹的贡献被添加到图像缓冲中时,就像从眼睛看到的,我们将贡献添加到阴影缓冲中,就像从光源看到的那样。我们已经用这个算法生成了点光和平行光的阴影。阴影算法已扩展到处理多光源和投影纹理光。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Volumetric shadows using splatting
This paper describes an efficient algorithm to model the light attenuation due to a participating media with low albedo. The light attenuation is modeled using splatting volume renderer for both the viewer and the light source. During the rendering, a 2D shadow buffer attenuates the light for each pixel. When the contribution of a footprint is added to the image buffer, as seen from the eye, we add the contribution to the shadow buffer, as seen from the light source. We have generated shadows for point lights and parallel lights using this algorithm. The shadow algorithm has been extended to deal with multiple light sources and projective textured lights.
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