Instant convolution shadows for volumetric detail mapping

ACM Trans. Graph. Pub Date : 2013-09-01 DOI:10.1145/2492684
Daniel Patel, Veronika Soltészová, J. Nordbotten, S. Bruckner
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引用次数: 20

Abstract

In this article, we present a method for rendering dynamic scenes featuring translucent procedural volumetric detail with all-frequency soft shadows being cast from objects residing inside the view frustum. Our approach is based on an approximation of physically correct shadows from distant Gaussian area light sources positioned behind the view plane, using iterative convolution. We present a theoretical and empirical analysis of this model and propose an efficient class of convolution kernels which provide high quality at interactive frame rates. Our GPU-based implementation supports arbitrary volumetric detail maps, requires no precomputation, and therefore allows for real-time modification of all rendering parameters.
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即时卷积阴影的体积细节映射
在这篇文章中,我们提出了一种渲染动态场景的方法,该场景具有半透明的程序性体积细节,并且从驻留在视界内的对象投射全频率软阴影。我们的方法是基于一个物理正确的阴影近似值,从远处高斯区域光源定位在视图平面后面,使用迭代卷积。我们对该模型进行了理论和实证分析,并提出了一类有效的卷积核,以提供高质量的交互帧速率。我们基于gpu的实现支持任意体积细节图,不需要预计算,因此允许实时修改所有渲染参数。
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