基于自适应区域光源采样的反射精确软阴影

Márcio C. F. Macedo, A. Apolinario
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引用次数: 2

摘要

基于物理的精确软阴影通常是通过评估几个点光源的可见性函数来计算的,这些点光源近似于一个区域光源。对于数百个光源样本,这种可见性评估在计算上是昂贵的,提供的性能远远不是实时的。降低可视性评估计算成本的一种解决方案是自适应地减少生成精确软阴影所需的样本数量。不幸的是,自适应区域光源采样容易出现时间不相干,产生带状伪影,并且在某些场景配置中比均匀采样慢。为了解决这些问题,本文提出了一种基于反向的精确软阴影算法。我们利用阴影反射化所获得的精度提高,从少数光源样本中生成准确的软阴影,同时在交互帧率下产生时间相干的软阴影。此外,我们还提出了一种算法,将昂贵的精确软阴影评估限制在半影碎片上。结果表明,该方法总体上比均匀采样方法更快,比实时软阴影算法更准确。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Revectorization-Based Accurate Soft Shadow using Adaptive Area Light Source Sampling
Physically-based accurate soft shadows are typically computed by the evaluation of a visibility function over several point light sources which approximate an area light source. This visibility evaluation is computationally expensive for hundreds of light source samples, providing performance far from real-time. One solution to reduce the computational cost of the visibility evaluation is to adaptively reduce the number of samples required to generate accurate soft shadows. Unfortunately, adaptive area light source sampling is prone to temporal incoherence, generation of banding artifacts and is slower than uniform sampling in some scene configurations. In this paper, we aim to solve these problems by the proposition of a revectorization-based accurate soft shadow algorithm. We take advantage of the improved accuracy obtained with the shadow revectorization to generate accurate soft shadows from a few light source samples, while producing temporally coherent soft shadows at interactive frame rates. Also, we propose an algorithm which restricts the costly accurate soft shadow evaluation for penumbra fragments only. The results obtained show that our approach is, in general, faster than the uniform sampling approach and is more accurate than the real-time soft shadow algorithms.
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