Real-time soft shadow for displacement mapped surfaces

Chun Fa Chang*, Bo Quan Lin, Ying Chieh Chen, Yung Feng Chiu

*此作品的通信作者

研究成果: 書貢獻/報告類型會議論文篇章

2 引文 斯高帕斯(Scopus)

摘要

For effectively rendering surface details, many texture-based methods such as normal mapping and displacement mapping were used to model detailed structures on a surface. Although self-shadow can be achieved by those techniques, most of them support hard shadow or ad-hoc approximation of soft-shadow for the self-shadow effects. In this paper, we present a simple method to render soft shadow casted by area lights on displacement mapped surfaces in real-time rendering applications such as 3D game engines. Our method first computes a visibility cone map, which stores the average visible ratio of each texel toward a certain direction. Then, during the rendering, the intensity of each pixel on the texture mapped surfaces can be calculated from the overlap between the projected lighting area and the projected visible cone.

原文英語
主出版物標題Proceedings - 2009 IEEE International Conference on Multimedia and Expo, ICME 2009
頁面1254-1257
頁數4
DOIs
出版狀態已發佈 - 2009
事件2009 IEEE International Conference on Multimedia and Expo, ICME 2009 - New York, NY, 美国
持續時間: 2009 6月 282009 7月 3

出版系列

名字Proceedings - 2009 IEEE International Conference on Multimedia and Expo, ICME 2009

其他

其他2009 IEEE International Conference on Multimedia and Expo, ICME 2009
國家/地區美国
城市New York, NY
期間2009/06/282009/07/03

ASJC Scopus subject areas

  • 電腦繪圖與電腦輔助設計
  • 電腦網路與通信
  • 硬體和架構
  • 軟體

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