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| practical hybrid pre-filtering shadow maps | |
| Lv Weiwei; Liu Xuehui; Lu Jian; Wu Enhua | |
| 2009 | |
| Keyword | Antialiasing Algorithm Depth Texture Exponential Shadow Map Occlusion Value Prefiltering Algorithm Variance Shadow Map Antialiasing Filtering Theory Image Texture |
| English Abstract | Both exponential shadow maps and variance shadow maps arc efficient shadow maps anti-aliasing algorithms based on pre-filtering, but exponential shadow maps will cause light bleeding, float overflow and penumbra discontinuity problems and variance shadow maps also have serious light bleeding problem. All these prevent their individual use in practice especially in large virtual environment such as games. This paper presents a hybrid method by storing three values in the depth texture: depth, squared depth and exponential depth. From these values we calculate two occlusion values using exponential and variance shadow maps respectively. A minimum of the two occlusion values is taken as the final result. This can efficiently eliminate the problems of the two methods and can be widely used in practice. |
| Department | Lv, Weiwei; Liu, Xuehui; Lu, Jian; Wu, Enhua Chinese Acad Sci, Inst Software, Beijing, Peoples R China. |
| Sponsorship | IEEE, Natl Nat Sci Fdn China, Zhejiang Prov |
| Content Type | 学位论文 |
| URI | http://ir.iscas.ac.cn/handle/311060/8238 |
| Collection | 基础软件与系统重点实验室 |
| Recommended Citation GB/T 7714 | Lv Weiwei,Liu Xuehui,Lu Jian,et al. practical hybrid pre-filtering shadow maps[D],2009. |
| Files in This Item: | There are no files associated with this item. | |||||
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