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Research Of Real Time Shadow Rendering Algorithm

Posted on:2019-07-05Degree:MasterType:Thesis
Country:ChinaCandidate:J L CaoFull Text:PDF
GTID:2428330542483160Subject:Computer application technology
Abstract/Summary:PDF Full Text Request
Real-time shadow rendering is a key technology in the field of graphics,and it is also a difficult point in this field.Although many algorithms are proposed,all these algorithms have their own limitations.Especially in the field of electronic games,du e to the extremely high requirements for real-time performance,the rendering of real-time shadows has become an important factor affecting the operational efficiency of electronic games.Therefore,the research of shadow real-time rendering algorithm has great theoretical and practical significance.Common shadowing algorithms include global illumination,shadow mapping,and shadow volume.The global illumination algorithms such as ray tracing is capable of producing a very high degree of visual realism,but due to the huge amount of calculation,it is difficult to render in real time.The shadow volume algorithm has more restrictions on the geometric shape of the scene,and it is difficult to adapt to the rendering of a scene with high geometric complexity in space.The shadow mapping algorithm has no restrictions on the geometric complexity of the scene,and the algorithm is fast,gradually becoming a research hotspot in this field.The research focus of this article is how to quickly draw high-quality shadow effects in the computer.The main research content of this article is as follows:1)Summarized the theoretical basis of shadow rendering technology.Classify shadow casting issues from different perspectives.Describe the properties of light and the type of light source,give the mathematical definition of the shadow in the rendering problem,and summarize the difficulty of shadow rendering.2)Aiming at the disadvantage that traditional shadow mapping algorithms only use one kind of depth texture and cannot process dynamic objects and static objects separately,an improved shadow mapping algorithm is proposed.The algorithm dynamically monitors the motion state of objects in the scene,using two types of depth textures(dynamic depth textures and static depth textures)to process objects in different motion states separately,reduce the depth calculation of static objects.n this paper,we design a scene that simulates the changing motion of the object in the scene.Experiments show that in a large-scale complex scene,the rendering speed of the algorithm is obviously higher than the original algorithm.3)Propose a shadow generation algorithm based on pre-computation idea.Combine the idea of spherical harmonic illumination,use spherical harmonics to compress light source information and scene information before rendering,and use compressed information for lighting and shadow effects during rendering.Use the k-d tree data structure to accelerate the pre-calculation of scene information.The lighting and shadow rendering effects of the light source can be dynamically changed by filtering the light information.Experiments show that the algorithm not only has a faster rendering speed,but also can render more realistic ambient lighting and shadow effects.
Keywords/Search Tags:shadow, real time rendering, computer graphics, 3D games, virtual reality, shadow map
PDF Full Text Request
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