Perspective shadow maps

Perspective shadow maps
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DOI:
10.1145/566570.566616
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发表时间:
2002-07
期刊:
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
影响因子:
--
通讯作者:
M. Stamminger;G. Drettakis
M. Stamminger;G. Drettakis
中科院分区:
其他
文献类型:
--
作者:
M. Stamminger;G. Drettakis

文献摘要

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阴影贴图可能是生成阴影最广泛使用的方法,尽管它们存在众所周知的锯齿问题。在本文中,我们介绍透视阴影贴图,它是在归一化设备坐标空间中生成的,即在透视变换之后。这导致阴影贴图锯齿的显著减少,且几乎没有开销。我们正确地处理光源变换,并展示如何在变换空间中包含所有投射阴影的物体。透视阴影贴图可直接替代用于交互式硬件加速渲染以及高质量离线渲染器的标准阴影贴图。
Shadow maps are probably the most widely used means for the generation of shadows, despite their well known aliasing problems. In this paper we introduce perspective shadow maps, which are generated in normalized device coordinate space, i.e., after perspective transformation. This results in important reduction of shadow map aliasing with almost no overhead. We correctly treat light source transformations and show how to include all objects which cast shadows in the transformed space. Perspective shadow maps can directly replace standard shadow maps for interactive hardware accelerated rendering as well as in high-quality, offline renderers.