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马上, 梁晓辉, 于卓, 任威. 基于GPU的光源空间平行分割阴影图算法[J]. 计算机辅助设计与图形学学报, 2010, 22(3): 388-395.
引用本文: 马上, 梁晓辉, 于卓, 任威. 基于GPU的光源空间平行分割阴影图算法[J]. 计算机辅助设计与图形学学报, 2010, 22(3): 388-395.
Ma Shang, Liang Xiaohui, Yu Zhuo, Ren Wei. Light Space Parallel-Split Shadow Maps Based on Programmable GPUs[J]. Journal of Computer-Aided Design & Computer Graphics, 2010, 22(3): 388-395.
Citation: Ma Shang, Liang Xiaohui, Yu Zhuo, Ren Wei. Light Space Parallel-Split Shadow Maps Based on Programmable GPUs[J]. Journal of Computer-Aided Design & Computer Graphics, 2010, 22(3): 388-395.

基于GPU的光源空间平行分割阴影图算法

Light Space Parallel-Split Shadow Maps Based on Programmable GPUs

  • 摘要: 针对平行分割阴影图算法中当光线方向与视线方向不垂直时,场景中对象被冗余渲染到多层阴影图中的问题,提出一种基于GPU的光源空间平行分割阴影图算法.在光源空间中,利用光源视锥体将场景划分为不相交的多层区域,利用GPU为各层生成阴影图,以确保场景采样点不在多层阴影图中重复出现;同时给出了一种快速综合场景阴影效果的绘制方法,通过避免判断像素层次的操作提高了GPU的利用率.实验结果表明,文中算法解决了平行分割阴影图算法的冗余渲染问题,提高了渲染效率和场景阴影质量.

     

    Abstract: Parallel-split shadow maps(PSSM)suffers from redundant rendering that unnecessarily renders same objects to multiple shadow map textures,when the light's direction and the camera's view direction are not perpendicular.To solve this problem,this paper presents a light space parallel-split shadow maps algorithm(LiSPSSM).The algorithm first divides the scene into certain layers that do not intersect each other by light's frustums in light space,and generates one shadow map for each layer to ensure that any shadow map does not have the same sample points.Then a faster synthesizing scene shadow method,which avoids operations of pixel layer determination,is given to improve GPU's efficiency.The results show that LiSPSSM effectively addresses the redundant rendering problem in PSSM and improves the efficiency and quality of real-time shadow rendering.

     

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