Owing to its generality and efficiency, Cascaded Shadow Maps (CSMs) has an important role in real-time shadow rendering in large scale and complex virtual environments. However, CSMs suffers from redundant rendering...
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Owing to its generality and efficiency, Cascaded Shadow Maps (CSMs) has an important role in real-time shadow rendering in large scale and complex virtual environments. However, CSMs suffers from redundant rendering problem -- objects are rendered undesirably to different shadow map textures when view direction and light direction are not perpendicular. In this paper, we present a light space cascaded shadow maps algorithm. The algorithm splits a scene into non-intersecting layers in light space, and generates one shadow map for each layer through irregular frustum clipping and scene organization, ensuring that any shadow sample point never appears in multiple shadow maps. A succinct shadow determination method is given to choose the optimal shadow map when rendering scenes. We also combine the algorithm with stable cascaded shadow maps and soft shadow algorithm to avoid shadow flicking and produce soft shadows. The results show that the algorithm effectively improves the efficiency and shadow quality of CSMs by avoiding redundant rendering, and can produce high-quality shadow rendering in large scale dynamic environments with real-time performance.
Mobile devices have two characteristics that clearly different from the conventional PC systems: low resolution and limited energy. Traditional simplification algorithm computes the error in the object space, which is...
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Soft tissue simulation with bimanual force feedback is one of the main research topics toward practical application of surgery simulation. A method for the simulation of soft object using Mass-Spring model is presente...
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Many prior works aim to provide style editing approaches which are intuitive and straightforward, such as [Min et al. 2010] etc. But they did not consider the content editing, like generate a running motion for an act...
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We present a new method for modeling real-world surface reflectance, described with non-parametric spatially-varying bidirectional reflectance distribution functions(SVBRDF). Our method seeks to achieve high reconstru...
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Curve and surface blending is an important operation in CAD systems, in which a non-uniform rational B-spline (NURBS) has been used as the de facto standard. In local comer blending, two curves intersecting at that ...
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Curve and surface blending is an important operation in CAD systems, in which a non-uniform rational B-spline (NURBS) has been used as the de facto standard. In local comer blending, two curves intersecting at that comer are first made disjoint, and then the third blending curve is added-in to smoothly join the two curves with G^1- or G^2-continuity. In this paper we present a study to solve the joint problem based on curve extension. The following nice properties of this extension algorithm are exploited in depth: (1) The parameterization of the original shapes does not change; (2) No additional fragments are created. Various examples are presented to demonstrate that our solution is simple and efficient.
This paper presents a novel adaptive deformation algorithm by integrating the representations of ADFs and physically based deformable models. The octree-based adaptively sampled distance fields (ADFs) are employed as ...
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This paper develops a multi-view stereo approach to reconstruct the shape of a 3D object from a set of Internet photos. The stereo matching technique adopts region growing approach, starting from a set of sparse 3D po...
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Haptic rendering of complex scenes is becoming more and more important with the development of the virtualreality in surgical simulation. This paper studies the haptic rendering of the boundaries between tissues with...
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Generally, mechanical parts in virtual Assembly systems are donated by rigid bodies. In this paper, we introduce a deformation technique called Lattice Shape Matching algorithm to animate deformable objects in virtual...
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