{"id":4311,"date":"2011-06-10T10:30:20","date_gmt":"2011-06-10T10:30:20","guid":{"rendered":"http:\/\/hgpu.org\/?p=4311"},"modified":"2011-06-10T10:30:20","modified_gmt":"2011-06-10T10:30:20","slug":"the-research-of-real-time-shadow-rendering-algorithm-of-virtual-scenes","status":"publish","type":"post","link":"https:\/\/hgpu.org\/?p=4311","title":{"rendered":"The Research of Real-Time Shadow Rendering Algorithm of Virtual Scenes"},"content":{"rendered":"<p>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.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>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 [&hellip;]<\/p>\n","protected":false},"author":351,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"_jetpack_memberships_contains_paid_content":false,"footnotes":"","jetpack_publicize_message":"","jetpack_publicize_feature_enabled":true,"jetpack_social_post_already_shared":false,"jetpack_social_options":{"image_generator_settings":{"template":"highway","default_image_id":0,"font":"","enabled":false},"version":2}},"categories":[11,3],"tags":[1782,297,144],"class_list":["post-4311","post","type-post","status-publish","format-standard","hentry","category-computer-science","category-paper","tag-computer-science","tag-real-time-graphics","tag-rendering"],"views":2290,"jetpack_publicize_connections":[],"jetpack_featured_media_url":"","jetpack_sharing_enabled":true,"_links":{"self":[{"href":"https:\/\/hgpu.org\/index.php?rest_route=\/wp\/v2\/posts\/4311","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/hgpu.org\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/hgpu.org\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/hgpu.org\/index.php?rest_route=\/wp\/v2\/users\/351"}],"replies":[{"embeddable":true,"href":"https:\/\/hgpu.org\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=4311"}],"version-history":[{"count":0,"href":"https:\/\/hgpu.org\/index.php?rest_route=\/wp\/v2\/posts\/4311\/revisions"}],"wp:attachment":[{"href":"https:\/\/hgpu.org\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=4311"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/hgpu.org\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=4311"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/hgpu.org\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=4311"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}