Real-Time Shadow Volume Algorithm for Subdivision Surface Based Models
نویسندگان
چکیده
This paper presents a purely hardware-accelerated shadow volume algorithm for subdivision surface based models. By introducing SP (subdivision patterns), all procedures, including subdivision evaluation, silhouette extraction, shadow volume generation, and shadow rendering are executed on GPU (Graphics Process Units) efficiently. This not only alleviates the burden of CPU, but also guarantees the consistency of data among different processing stages. This also makes it possible to integrate some special effects imposed by other shaders, e.g., displacement mapping or vertex texturing, with the shadow volume algorithm. Experiments show that the algorithm is efficient, robust, and can be easily extended to other subdivision schemes and parametric surfaces.
منابع مشابه
Geometry Image-based Shadow Volume Algorithm for Subdivision Surfaces
How to generate shadow volumes efficiently for subdivision surfaces remains a challenging task for computer graphics community. We present a geometry image based algorithm that runs on GPUs (Graphics Process Units). By using GPU shaders, two geometry images containing position and normal vector information will be computed from the control meshes. By detecting silhouettes and extruding shadow v...
متن کاملImproving the Hierarachical Stochastic Radiosity Algorithm
Hierarchical subdivision techniques remove the need for a-priori meshing of surfaces when approximating global illumination. In addition they allow progressive re nement of the solution. However, when subdivision is based upon Monte Carlo methods, due to the stochastic nature of such techniques, subdivision decisions cannot be made unless a su ciently large number of samples have been considere...
متن کاملImproving Hierarchical Monte
Hierarchical subdivision techniques remove the need for a-priori meshing of surfaces when approximating global illumination. In addition they allow progressive reenement of the solution. However, when subdivision is based upon Monte Carlo methods, due to the stochastic nature of such techniques, subdivision decisions cannot be made unless a suuciently large number of samples have been considere...
متن کاملA Real-Time Soft Shadow Volume Algorithm
Rendering of shadows is a very important ingredient in three-dimensional graphics since they increase the level of realism and provide cues to spatial relationships. Area or volumetric light sources give rise to so called soft shadows, i.e., there is a smooth transition from no shadow to full shadow. For hard shadows, which are generated by point light sources, the transition is abrupt. Since a...
متن کاملGPU-based Collision Detection for Deformable Parameterized Surfaces
Based on the potential of current programmable GPUs, recently several approaches were developed that use the GPU to calculate deformations of surfaces like the folding of cloth or to convert higher level geometry to renderable primitives like NURBS or subdivision surfaces. These algorithms are realized as a per-frame operation and take advantage of the parallel processing power of the GPU. Unfo...
متن کامل