实时近似软阴影渲染与双向半影地图

Wang Lili, Zhen Jingchao, Shen Zhe
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引用次数: 5

摘要

目前传统的半影地图方法只能渲染半影的外部部分,由于光源大,遮挡物与阴影物体距离大,当本影区域明显减少时,半影地图就会失效。这种情况发生在非常大面积的光源或当遮挡器远离它阴影的物体时。本文提出了一种基于在图像空间中生成的双向半影映射的实时软阴影绘制方法。它首先在阴影贴图中提取阴影的边缘,而不需要重新渲染整个场景。然后对内外边缘进行扩展,得到内外半影区域,并计算沿两个方向光照强度的变化,生成双向半影图。最后,用半影贴图和阴影贴图渲染最终的图像。该方法解决了传统半影映射方法在本影区域明显减少时的失真问题。它只有两个渲染通道,并且在图像空间中近似软阴影,因此可以设计为完全在GPU上运行。实验结果表明了该方法的有效性。
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Real-Time approximate soft shadow rendering with bidirectional penumbra map
The present traditional penumbra map method can only render the outer part of the penumbra, which breaks down when the umbra region significantly decreases because of the large light sources and the large distance between the occluder and the shadowed objects. This happens for very large area light source or as the occluder moves away from the objects it shadows. This paper proposes a real-time soft shadow rendering method based on bidirectional penumbra map generated in image space. It first extracts the edge of the shadow in the shadow map without rendering the whole scenes again. Then it extends the edges both inside and outside to obtain the inner and outer penumbra region, and calculate the change of lighting intensity along the two directions to generate the bidirectional penumbra map. Lastly, the final image is rendered with this penumbra map and the shadow map. This method solves the distortion problem of the traditional penumbra map method when the umbra region significantly decreases. It has only two rendering passes and approximates the soft shadow in image space, thus can be design to run entirely on GPU. The result of our experiments shows the efficiency of our approach.
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