Shadow Computations using Robust Epsilon Visibility
نویسنده
چکیده
Analytic visibility algorithms, for example methods which compute a subdivided mesh to represent shadows, are notoriously unrobust and hard to use in practice. We present a new method based on a generalized definition of extremal stabbing lines, which are the extremities of shadow boundaries. We treat scenes containing multiple edges or vertices in degenerate configurations, (e.g., collinear or coplanar). We introduce a robust ǫ method to determine whether each generalized extremal stabbing line is blocked, or is touched by these scene elements, and thus added to the line’s generators. We develop robust blocker predicates for polygons which are smaller than ǫ. For larger values, small shadow features merge and eventually disappear. We can thus robustly connect generalized extremal stabbing lines in degenerate scenes to form shadow boundaries. We show that our approach is consistent, and that shadow boundary connectivity is preserved when features merge. We have implemented our algorithm, and show that we can robustly compute analytic shadow boundaries to the precision of our chosen ǫ threshold for non-trivial models, containing numerous degeneracies. Key-words: Computer Graphics, Computational Geometry, Visibility, Lighting, Shadows ∗ INRIA Sophia-Antipolis and Ecole Nationale Supérieure des Télécommunications,Paris Calculs d’ombres en utilisant l’ ǫ-visibilité robuste Résumé : Les algorithmes de visibilité analytique, par exemple les méthodes calculant une subdivision de maillage pour représenter des ombres, sont notoirement fragile, et difficiles à utiliser en pratique. Nous présentons une nouvelle méthode basée sur une définition généralisée des droites poignardantes extrêmes, supportées par les extrémités des ombres. Nous traitons des scènes contenant de multiples arêtes ou sommets en configurations dégénérées (par exemple colinéaires ou coplanaires). Nous introduisons une méthode robuste pour déterminer si chacune des droites poignardante extrême est bloquée, ou est touchée par les éléments de la scène, et ainsi ajoutés à l’ensemble des générateurs de la droite. Nous développons des prédicats de blocage robustes pour les polygones plus petits qu’ǫ. Pour des valeurs d’ǫ plus grandes, les détails des ombres fusionnent et finissent par disparaître. Nous pouvons donc connecter de façon robuste des droites poignardantes extrêmes généralisées dabs des scènes dégénérées pour former des des contours d’ombres. Nous prouvons que notrtre approche est cohérente et que la continuité des contours d’ombres est préservée quand les détails fusionnent. Nous avons implémenté notre algorithme et nous montrons que nous pouvons calculer de façon robuste les contours d’ombres à la précision de la valeur d’ǫ choisie pour des modèles non triviaux, contenant de nombreuses dégénérescences. Mots-clés : géométrie algorithmique, graphique 3D, visibilité, éclairage, ombres Robust Epsilon Visibility 3
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