摘要
针对基于Vega等高层平台的视景仿真系统中缺乏实时阴影绘制的缺点,提出改进方法,在场景中加入阴影绘制。研究了虚拟环境中的实时阴影生成算法和Vega提供的扩展机制,确定采用阴影映射(shadow mapping)算法,用OpenGL实现阴影绘制,并使用Vega平台提供的回调机制将阴影绘制集成到场景中,从而使生成的场景真实感更强。
Real-time shadow rendering seldom appears in most scene simulation systems developed in Vega or other high level APIs. A method integrating shadow generation into Vega scenes was presented. Shadow algorithms in virtual environment and the extended interface provided by Vega were studied first, and then shadow mapping algorithm was chosen to generate shadow in Vega scene. The algorithm was implemented in OpenGL, then shadow rendering was integrated into 3D scenes using Vega's callback mechanism, and it makes the final results more realistic.
出处
《计算机应用》
CSCD
北大核心
2005年第10期2362-2364,共3页
journal of Computer Applications
基金
国防科技"十五"预研项目(413040402)
关键词
视景仿真
阴影算法
实时绘制
VEGA
scene simulation
shadow algorithms
real-time rendering
Vega