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Single Sample Soft Shadows using Depth Maps

机译:使用深度贴图的单个样本软阴影

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摘要

In this paper we propose a new method for rendering soft shadows at interactive frame rates. Although the algorithm only uses information obtained from a single light source sample, it is capable of producing subjectively realistic penumbra regions. We do not claim that the proposed method is physically correct but rather that it is aesthetically correct. Since the algorithm operates on sampled representations of the scene, the shadow computation does not directly depend on the scene complexity. Having only a single depth and object ID map representing the pixels seen by the light source, we can approximate penumbrae by searching the neighborhood of pixels warped from the camera view for relevant blocker information. We explain the basic technique in detail, showing how simple observations can yield satisfying results. We also address sampling issues relevant to the quality of the computed shadows, as well as speed-up techniques that are able to bring the performance up to interactive frame rates.
机译:在本文中,我们提出了一种以交互帧速率渲染软阴影的新方法。尽管该算法仅使用从单个光源样本获得的信息,但它能够产生主观逼真的半影区域。我们不主张所提出的方法在物理上是正确的,而是在美学上是正确的。由于该算法对场景的采样表示进行操作,因此阴影计算不直接取决于场景的复杂性。仅具有一个表示光源可见像素的深度和对象ID映射,我们就可以通过搜索从相机视图扭曲的像素邻域中的相关遮挡物信息来近似半影。我们详细解释了基本技术,显示了简单的观察如何可以产生令人满意的结果。我们还将解决与计算的阴影质量有关的采样问题,以及能够使性能达到交互式帧速率的加速技术。

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