阴影分为硬阴影和软阴影。在3D计算机图形系统中,阴影体算法曾一度用来生成硬阴影,然而需要耗费大量的渲染时间才可以使软阴影变为现实。采用沿着硬阴影的轮廓边渲染半影楔子来生成软阴影的方法实现实时动态阴影,利用了当前图形硬件的...阴影分为硬阴影和软阴影。在3D计算机图形系统中,阴影体算法曾一度用来生成硬阴影,然而需要耗费大量的渲染时间才可以使软阴影变为现实。采用沿着硬阴影的轮廓边渲染半影楔子来生成软阴影的方法实现实时动态阴影,利用了当前图形硬件的支持来完成算法优化,其中深度限制和Shader Model 3.0像素着色器优化可以增加阴影算法的性能。最后把阴影算法应用到Torque游戏引擎中。展开更多
The shadow of a circle casting on a unparallel plane is an ellipse, the shadow algorithm involves a perspective affine transformation. Under commonly used light, the transformation matrix for parallel circles of diffe...The shadow of a circle casting on a unparallel plane is an ellipse, the shadow algorithm involves a perspective affine transformation. Under commonly used light, the transformation matrix for parallel circles of different diameters casting shadows onto the same plane is identical. Using AutoCAD to get the shadow of a general object of revolution, it only needs to take a series of circles along the axis of symmetry and get their corresponding shadows of ellipses, drawing an envelope to cover all these silhouettes results in the required overall shadow. Then the discrete points of shadow contour line are projected back onto the original object surface, shadow on the object is obtained altogether.展开更多
文摘阴影分为硬阴影和软阴影。在3D计算机图形系统中,阴影体算法曾一度用来生成硬阴影,然而需要耗费大量的渲染时间才可以使软阴影变为现实。采用沿着硬阴影的轮廓边渲染半影楔子来生成软阴影的方法实现实时动态阴影,利用了当前图形硬件的支持来完成算法优化,其中深度限制和Shader Model 3.0像素着色器优化可以增加阴影算法的性能。最后把阴影算法应用到Torque游戏引擎中。
文摘The shadow of a circle casting on a unparallel plane is an ellipse, the shadow algorithm involves a perspective affine transformation. Under commonly used light, the transformation matrix for parallel circles of different diameters casting shadows onto the same plane is identical. Using AutoCAD to get the shadow of a general object of revolution, it only needs to take a series of circles along the axis of symmetry and get their corresponding shadows of ellipses, drawing an envelope to cover all these silhouettes results in the required overall shadow. Then the discrete points of shadow contour line are projected back onto the original object surface, shadow on the object is obtained altogether.