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图形硬件加速的实时阴影生成方法
引用本文:杨兵,战守义,李凤霞,郑福仁.图形硬件加速的实时阴影生成方法[J].北京理工大学学报,2005,25(7):594-598.
作者姓名:杨兵  战守义  李凤霞  郑福仁
作者单位:北京理工大学,信息科学技术学院计算机科学工程系,北京,100081
摘    要:针对虚拟环境中阴影计算时间耗费较大的问题,提出了利用图形硬件特性加速阴影绘制的方法.算法基于图像空间,采用三遍绘制方法.第3遍绘制用于计算物体的真实感光照,并对阴影边界的走样现象进行了处理.利用硬件的图形处理单元GPU的处理能力和OpenGL特性扩展,在GPU编程和通用OpenGL实现两个层次上进行了实验,实验结果表明,三遍绘制方法产生的光照和阴影效果更真实,得到的阴影边界更平滑.

关 键 词:视景仿真  阴影算法  实时绘制  图形处理单元(GPU)  图形硬件加速  阴影生成方法  Generation  Shadow  平滑  阴影效果  结果  实验  层次  编程  扩展  特性  OpenGL  能力  图形处理单元  利用  现象  阴影边界  光照  物体
文章编号:1001-0645(2005)07-0594-05
收稿时间:09 2 2004 12:00AM
修稿时间:2004年9月2日

Hardware-Accelerated Method for Real-Time Shadow Generation
YANG Bing,ZHAN Shou-yi,LI Feng-xia and ZHENG Fu-ren.Hardware-Accelerated Method for Real-Time Shadow Generation[J].Journal of Beijing Institute of Technology(Natural Science Edition),2005,25(7):594-598.
Authors:YANG Bing  ZHAN Shou-yi  LI Feng-xia and ZHENG Fu-ren
Institution:Department of Computer Science and Engineering, School of Information Science and Technology, Beijing Institute of Technology, Beijing100081, China;Department of Computer Science and Engineering, School of Information Science and Technology, Beijing Institute of Technology, Beijing100081, China;Department of Computer Science and Engineering, School of Information Science and Technology, Beijing Institute of Technology, Beijing100081, China;Department of Computer Science and Engineering, School of Information Science and Technology, Beijing Institute of Technology, Beijing100081, China
Abstract:A shadow generation method using graphics hardware features is presented. It accelerates the shadow computation process and can render it in real-time. The method is imagebased, and adopts triple pass rendering. In the third pass, lighting effect of geometric scene is computed,and anti-aliasing techniques used to generate smooth shadow boundaries. The method is implemented in general OpenGL programming and high level GPU programming, with powerful GPU programmable capacity and some useful OpenGL extensions on modern graphics hardware. Experimental results indicate that the 3-pass method can generate shadows with smooth boundaries, while lighting computation makes shadow effects more realistic.
Keywords:scene simulation  shadow algorithms  real-time rendering  graphics processing unit(GPU)
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