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GPU friendly, anti-aliased, soft shadow mapping

机译:GPU友好,抗锯齿,柔软的阴影映射

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In this paper, we present an algorithm that renders anti-aliased, soft edged shadows using a modified shadow-mapping approach. Our algorithm adds the silhouette information to the shadow map, thus allowing rendering precise and continuous shadow boundaries. Soft shadows for small spherical light sources are rendered using a variation of the percentage closer filtering algorithm [Reeves 1987]. The critical improvement of our algorithm over previous approaches is that it runs completely on the GPU using only two passes. This includes the silhouette detection step which is done completely in the vertex and pixel shaders using specially generated version of the mesh.
机译:在本文中,我们提出了一种算法,其使用修改的阴影映射方法呈现抗锯齿的软边阴影。我们的算法将轮廓信息添加到阴影贴图,从而允许渲染精确和连续的阴影边界。使用百分比更近滤波算法的变化来呈现小球形光源的软阴影 [Reeves 1987]。我们对先前方法的算法的关键改进是它仅使用两个通行证完全在GPU上运行。这包括轮廓检测步骤,该步骤在顶点和像素着色器中完全完成,使用特殊生成的网格。

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