摘要
阴影分为硬阴影和软阴影。在3D计算机图形系统中,阴影体算法曾一度用来生成硬阴影,然而需要耗费大量的渲染时间才可以使软阴影变为现实。采用沿着硬阴影的轮廓边渲染半影楔子来生成软阴影的方法实现实时动态阴影,利用了当前图形硬件的支持来完成算法优化,其中深度限制和Shader Model 3.0像素着色器优化可以增加阴影算法的性能。最后把阴影算法应用到Torque游戏引擎中。
There are two types of shadow: hard shadow and soft shadow. In the 3D computer graphics system, the shadow volumes algorithm was used to generate hard shadows at some time in the past, and soft shadows were generated by time-consuming rendering. The real-time dynamic shadow is generated by the way of the penumbra wedge rendering along outline rendering of the shadow with hard edges. The method is optimized by using the current graphics hardware, and the shadow performance is increased by the depth bound and Shader Model 3.0 pixel shader optimization. Finally the shadow algorithm is applied to the Torque game engine.
出处
《现代电子技术》
2010年第12期107-110,共4页
Modern Electronics Technique