Ali Hatam H, Sunar Mohd Shahrizal, Kolivand Hoshang
UTM-IRDA Digital Media Centre and Game Innovation Centre of Excellence Institute of Human Centred Engineering, Universiti Teknologi Malaysia Skudai Johor Malaysia.
Department of Software Engineering, Faculty of Computing, Universiti Teknologi Malaysia, Skudai Johor Malaysia.
PLoS One. 2017 Jun 20;12(6):e0178415. doi: 10.1371/journal.pone.0178415. eCollection 2017.
Volumetric shadows often increase the realism of rendered scenes in computer graphics. Typical volumetric shadows techniques do not provide a smooth transition effect in real-time with conservation on crispness of boundaries. This research presents a new technique for generating high quality volumetric shadows by sampling and interpolation. Contrary to conventional ray marching method, which requires extensive time, this proposed technique adopts downsampling in calculating ray marching. Furthermore, light scattering is computed in High Dynamic Range buffer to generate tone mapping. The bilateral interpolation is used along a view rays to smooth transition of volumetric shadows with respect to preserving-edges. In addition, this technique applied a cube shadow map to create multiple shadows. The contribution of this technique isreducing the number of sample points in evaluating light scattering and then introducing bilateral interpolation to improve volumetric shadows. This contribution is done by removing the inherent deficiencies significantly in shadow maps. This technique allows obtaining soft marvelous volumetric shadows, having a good performance and high quality, which show its potential for interactive applications.
体积阴影通常会增强计算机图形中渲染场景的真实感。典型的体积阴影技术无法实时提供平滑的过渡效果,同时保持边界的清晰度。本研究提出了一种通过采样和插值生成高质量体积阴影的新技术。与需要大量时间的传统光线步进方法不同,该技术在计算光线步进时采用了下采样。此外,在高动态范围缓冲区中计算光散射以生成色调映射。沿视线使用双边插值来平滑体积阴影的过渡并保留边缘。此外,该技术应用立方体贴图来创建多个阴影。该技术的贡献在于减少了评估光散射时的采样点数,然后引入双边插值来改善体积阴影。这一贡献是通过显著消除阴影贴图中固有的缺陷来实现的。该技术能够获得柔和出色的体积阴影,具有良好的性能和高质量,显示出其在交互式应用中的潜力。