%0 Journal Article %T Real-time shadow rendering technology for large-scale virtual environments
大规模虚拟环境中实时阴影生成技术 %A TAN Tong-de %A XU Hui-xiang %A ZHAO Hong-ling %A YU Xiao-xia %A
谭同德 %A 许绘香 %A 赵红领 %A 余晓霞 %J 计算机应用 %D 2008 %I %X 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 parts; 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. %K large-scale %K virtual %K Shadow maps %K split
大规模 %K 虚拟 %K 阴影图 %K 分割 %U http://www.alljournals.cn/get_abstract_url.aspx?pcid=5B3AB970F71A803DEACDC0559115BFCF0A068CD97DD29835&cid=8240383F08CE46C8B05036380D75B607&jid=831E194C147C78FAAFCC50BC7ADD1732&aid=692C1DF331B5049D4D1459ECA9DF446A&yid=67289AFF6305E306&vid=D3E34374A0D77D7F&iid=DF92D298D3FF1E6E&sid=959B2AB984B945BD&eid=4E17F6A5D7499FF3&journal_id=1001-9081&journal_name=计算机应用&referenced_num=0&reference_num=7