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Light space cascaded shadow maps for large scale dynamic environments

  • Shang Ma*
  • , Xiaohui Liang
  • , Zhuo Yu
  • , Wei Ren
  • *此作品的通讯作者
  • Beihang University

科研成果: 书/报告/会议事项章节会议稿件同行评审

摘要

Cascaded shadow maps (CSMs) is an efficient real-time shadow rendering method for large scale dynamic environments. When view direction and light direction are not perpendicular, CSMs unnecessarily render objects to different shadow map textures. This paper presents the light space cascaded shadow maps (LiSCSMs) algorithm to solve CSMs' redundant rendering problem. We propose a light space scene splitting scheme which divides the scene into non-intersecting layers in light space, and a fast shadow map rendering method with irregular frustum clipping and scene organization to generate a shadow map for each layer, ensuring that any shadow sample point never appears in multiple shadow maps. Finally, a succinct shadow determination method is given to produce higher quality shadows when rendering scene. The results show that LiSCSMs effectively improves the efficiency and shadow quality of CSMs by avoiding redundant rendering, and can produce high-quality shadow rendering in large scale dynamic environments with real-time performance.

源语言英语
主期刊名Motion in Games - Second International Workshop, MIG 2009, Proceedings
243-255
页数13
DOI
出版状态已出版 - 2009
活动2nd International Workshop on Motion in Games, MIG 2009 - Zeist, 荷兰
期限: 21 11月 200924 11月 2009

出版系列

姓名Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
5884 LNCS
ISSN(印刷版)0302-9743
ISSN(电子版)1611-3349

会议

会议2nd International Workshop on Motion in Games, MIG 2009
国家/地区荷兰
Zeist
时期21/11/0924/11/09

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