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Realistic Real-time Shadow Rendering And GPU Acceleration

Posted on:2010-06-09Degree:MasterType:Thesis
Country:ChinaCandidate:J L YanFull Text:PDF
GTID:2178360275979810Subject:Computer application technology
Abstract/Summary:PDF Full Text Request
Shadow provides a lot of three-dimensional space information in our real life. The shadow of virtual scenes can not only enhance the realistic, but also can help to determine the relationship of the space relative position of objects. The contradiction between the realistic and real-time of the shadow rendering algorithm has been a fundamental and difficult problem in computer graphics and virtual reality technology. On the basis of researching on large number of papers, this paper improves the classical shadow rendering algorithm from the realistic and real-time, the major works and innovation are two aspects:We put forward algorithm of the shadow rendering based on quad-tree in order to solve aliasing in the traditional shadow mapping algorithm. We adopt a reasonable quad-tree hierarchical structure, partition shadow map according to the view point, employ non-uniform resolution texture maps, meeting the view plane needs of the local texture resolution, thereby overcome the aliasing to achieve a significant improvement over rendering realistic shadow on the basis of Lance Williams' classical shadow mapping algorithm. Using the traditional shadow algorithm for reference, solve the accuracy of the shadow mapping algorithm, as well as the contradiction between precision and efficiency. The experiments show that the algorithm saves a large storage memory of texture, meanwhile improving the realistic.We do research of GPU acceleration model based on quad-tree shadow rendering algorithm. On the basis of the parallel processing capability and stream programming model of the graphics processing hardware, we establish GPU acceleration model based on quad-tree shadow rendering algorithm to solve the real-time problems which the traditional shadow mapping algorithm often meets and to balance precision and efficiency.
Keywords/Search Tags:shadow rendering, real-time, realistic, quad-tree, GPU acceleration
PDF Full Text Request
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