The Research of Real-Time Shadow Rendering Algorithm of Virtual Scenes
Sch. of Electr. & Electron. Eng., Hubei Univ. of Technol., Wuhan
Education Technology and Training, 2008, 2008 International Workshop on Geoscience and Remote Sensing. ETT and GRS 2008
Shadow scenes by shadow mapping has long suffered from the problem of under-sampling artifacts due to too little shadow map resolution leading to so-called perspective and projection aliasing. On this issue, we present a new practical real-time shadow mapping algorithm. Firstly we sample the scene from the eye-point on the GPU to get the needed shadow map resolution in different parts of the scene. Then we process the resulting data on the CPU and construct a hierarchical grid structure. Finally we traverse it in quad-tree fashion, shadowing the scene with shadow map pages where needed. The results show that shadow mapping algorithm based on quad-tree is capable of shadowing large scenes by virtually increasing the resolution of the whole shadow map beyond the GPU hardware limit.
June 10, 2011 by hgpu