摘要
针对屏幕空间环境遮挡算法不能计算屏幕空间中被遮挡物体产生的环境遮挡值,提出了一种基于桶型深度剥离算法的屏幕空间环境遮挡算法。将位于场景中不同深度层次的物体的深度值信息剥离出来,并用这些信息计算场景中所有物体产生的环境遮挡值,从而解决了屏幕空间环境遮挡算法中被遮挡物体无法产生环境遮挡值的问题。该方法的计算过程完全在图形处理器中完成,实验结果表明,该方法具有较好的真实感并保证实时绘制速度。
Considering the traditional screen space ambient occlusion algorithm has the drawback that can not compute the ambient occlusion generated by the occluded objects in screen space, a new screen space ambient occlusion algorithm is proposed using bucket depth peeling. By peeling the depth information of the objects at different depth layers and compute the ambient occlusion generated by all the objects in the scene, the drawback of the traditional screen space ambient occlusion mentioned above is solved. The computation of the algorithm is completely performed with graphic processing unit (GPU). Experimental results show that our method achieves reality and real-time rendering framerates.
出处
《计算机工程与设计》
CSCD
北大核心
2011年第2期587-591,共5页
Computer Engineering and Design
基金
国家自然科学基金项目(60573155)
关键词
屏幕空间
环境遮挡
桶型深度剥离
图形处理器
实时绘制
screen space
ambient occlusion
bucket depth peeling
graphic processing trait
real-time rendering