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计算机应用 2008
Real-time shadow rendering technology for large-scale virtual environments
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Abstract:
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.