复杂环境中的交互式阴影生成

N. Govindaraju, Brandon Lloyd, Sung-eui Yoon, Avneesh Sud, Dinesh Manocha
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引用次数: 59

摘要

我们提出了一种新的算法,用于在具有移动光源的复杂环境中交互式生成硬边缘阴影。我们的算法采用了一种混合方法,将物体精度方法的图像质量与图像精度技术的效率相结合。我们提出了一种使用细节层次(LODs)和可见性剔除来计算紧凑潜在可见集(PVS)的算法。我们在一种新的交叉剔除算法中使用从眼睛和光线中计算的pvs,该算法识别出一组减少的潜在阴影投射者和阴影接收器。最后,我们使用阴影多边形和阴影贴图的组合来生成阴影。我们还介绍了用于lod选择的技术,以尽量减少使用lod产生的可能的工件。该算法可以生成清晰的阴影边缘,减少纯阴影映射方法中的混叠现象。我们已经在使用NVIDIA GeForce 4显卡的三台pc系统上实现了该算法。我们在由数百万个三角形组成的三个复杂环境中实现了每秒7- 25帧。
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Interactive shadow generation in complex environments
We present a new algorithm for interactive generation of hard-edged, umbral shadows in complex environments with a moving light source. Our algorithm uses a hybrid approach that combines the image quality of object-precision methods with the efficiencies of image-precision techniques. We present an algorithm for computing a compact potentially visible set (PVS) using levels-of-detail (LODs) and visibility culling. We use the PVSs computed from both the eye and the light in a novel cross-culling algorithm that identifies a reduced set of potential shadow-casters and shadow-receivers. Finally, we use a combination of shadow-polygons and shadow maps to generate shadows. We also present techniques for LOD-selection to minimize possible artifacts arising from the use of LODs. Our algorithm can generate sharp shadow edges and reduces the aliasing in pure shadow map approaches. We have implemented the algorithm on a three-PC system with NVIDIA GeForce 4 cards. We achieve 7--25 frames per second in three complex environments composed of millions of triangles.
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Session details: Modeling and simplification Session details: Points Session details: Shadows Session details: Character animation Session details: Design and depiction
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