使用时间相干快速接近软阴影百分比

M. Schwärzler, Christian Luksch, D. Scherzer, M. Wimmer
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引用次数: 13

摘要

我们提出了一种新的方法来有效地计算实时应用中的软阴影,克服了每帧复杂的相应可见性估计所涉及的高计算工作量:我们利用典型场景运动中普遍存在的时间相干性,仅在由于相机调整或由于物体运动而导致区域新解除遮挡时才需要估计新的阴影值。通过对典型的阴影映射算法进行扩展,增加一个用于动态场景对象跟踪的轻量级缓冲区,我们可以鲁棒有效地检测所有需要更新的屏幕空间片段,不仅包括移动对象本身,还包括它们投射的软阴影。通过将此策略应用于流行的Percentage Closer Soft Shadow算法(PCSS),我们在具有静态和动态对象的场景中(在各种3D游戏关卡中普遍存在)的渲染性能翻倍,同时保持原始方法的视觉质量。
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Fast percentage closer soft shadows using temporal coherence
We propose a novel way to efficiently calculate soft shadows in real-time applications by overcoming the high computational effort involved with the complex corresponding visibility estimation each frame: We exploit the temporal coherence prevalent in typical scene movement, making the estimation of a new shadow value only necessary whenever regions are newly disoccluded due to camera adjustment, or the shadow situation changes due to object movement. By extending the typical shadow mapping algorithm by an additional light-weight buffer for the tracking of dynamic scene objects, we can robustly and efficiently detect all screen space fragments that need to be updated, including not only the moving objects themselves, but also the soft shadows they cast. By applying this strategy to the popular Percentage Closer Soft Shadow algorithm (PCSS), we double rendering performance in scenes with both static and dynamic objects -- as prevalent in various 3D game levels -- while maintaining the visual quality of the original approach.
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