摘要
为了解决大规模场景中阴影生成的真实性和实时性问题,通过平均分割和对数分割相结合的方法,利用平行于视觉投影面的分割面将视截体划分成不同的深度部分;然后对每个分割部分生成对应的阴影图;最后利用多个阴影图代替单个阴影图进行渲染。这种方法既减少了运行时的缓冲空间,又提高了阴影质量,尤其适合于动态大规模环境中实时阴影的生成。用VS2005和OpenSceneGraph实现了算法的绘制,达到满意的视觉效果和生成速度。
In order to solve the problem of reality and real-time performance in the shadow generation of large-scale scene, the view frustum was divided into different depth ranges by using split planes parallel to the view plane, with combining uniform split scheme and logarithmic split scheme; then the paper proposed to generate multiple smaller shadow maps for these split pans; at last the scene was rendered with multiple shadow maps with smaller sizes instead of a large size one. This algorithm can produce real-time shadowing effects with less texture memory, but significant improvement of shadow, qualities, especially for the dynamic and large-scale virtual environments. The algorithm was implemented in VS2005 and OpenSceneGraph, and it can satisfy the requirement of quality and real-time performance.
出处
《计算机应用》
CSCD
北大核心
2008年第7期1717-1720,共4页
journal of Computer Applications
基金
国家973计划项目(2002CB312103)
河南省自然科学基金资助项目(0611051900)
关键词
大规模
虚拟
阴影图
分割
large-scale
virtual
shadow maps
split