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Light Space Cascaded Shadow Maps Algorithm for Real Time Rendering

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【作者】 梁晓辉马上岑丽霞于卓

【Author】 Xiao-Hui Liang,Senior Member,CCF,Shang Ma Li-Xia Cen and Zhuo Yu State Key Lab.of Virtual Reality Technology and Systems,School of Computer Science and Engineering,Beihang University Beijing 100191,China

【机构】 State Key Lab.of Virtual Reality Technology and Systems,School of Computer Science and Engineering,Beihang University

【摘要】 <正>Owing to its generality and efficiency.Cascaded Shadow Maps(CSMs) has an important role in real-time shadow rendering in large scale and complex virtual environments.However,CSMs suffers from redundant rendering problem—objects are rendered undesirably to different shadow map textures when view direction and light direction are not perpendicular.In this paper,we present a light space cascaded shadow maps algorithm.The algorithm splits a scene into non-intersecting layers in light space,and generates one shadow map for each layer through irregular frustum clipping and scene organization,ensuring that any shadow sample point never appears in multiple shadow maps.A succinct shadow determination method is given to choose the optimal shadow map when rendering scenes.We also combine the algorithm with stable cascaded shadow maps and soft shadow algorithm to avoid shadow flicking and produce soft shadows.The results show that the algorithm effectively improves the efficiency and shadow quality of CSMs by avoiding redundant rendering. and can produce high-quality shadow rendering in large scale dynamic environments with real-time performance.

【Abstract】 Owing to its generality and efficiency.Cascaded Shadow Maps(CSMs) has an important role in real-time shadow rendering in large scale and complex virtual environments.However,CSMs suffers from redundant rendering problem—objects are rendered undesirably to different shadow map textures when view direction and light direction are not perpendicular.In this paper,we present a light space cascaded shadow maps algorithm.The algorithm splits a scene into non-intersecting layers in light space,and generates one shadow map for each layer through irregular frustum clipping and scene organization,ensuring that any shadow sample point never appears in multiple shadow maps.A succinct shadow determination method is given to choose the optimal shadow map when rendering scenes.We also combine the algorithm with stable cascaded shadow maps and soft shadow algorithm to avoid shadow flicking and produce soft shadows.The results show that the algorithm effectively improves the efficiency and shadow quality of CSMs by avoiding redundant rendering. and can produce high-quality shadow rendering in large scale dynamic environments with real-time performance.

【基金】 supported by the National Natural Science Foundation of China under Grant No.60873159;Program for New Century Excellent Talents in University under Grant No.NCET-07-0039;the National High-Tech Research & Development 863 Program of China under Grant No.2009AA012103;the Beijing Municipal Natural Science Foundation under Grant No.4102030
  • 【文献出处】 Journal of Computer Science & Technology ,计算机科学技术学报(英文版) , 编辑部邮箱 ,2011年01期
  • 【分类号】TP391.41
  • 【被引频次】6
  • 【下载频次】114
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