CN102768765A - Real-time soft shadow rendering method for point light sources - Google Patents

Real-time soft shadow rendering method for point light sources Download PDF

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Publication number
CN102768765A
CN102768765A CN201210210097XA CN201210210097A CN102768765A CN 102768765 A CN102768765 A CN 102768765A CN 201210210097X A CN201210210097X A CN 201210210097XA CN 201210210097 A CN201210210097 A CN 201210210097A CN 102768765 A CN102768765 A CN 102768765A
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point light
light source
illumination
pointolite
pixel
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CN102768765B (en
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张子龙
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NANJING ANXUN NETWORK SERVICE CO Ltd
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NANJING ANXUN NETWORK SERVICE CO Ltd
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Abstract

The invention discloses a method based on cubic texture shadow mapping in order to overcome the shortcomings that shadow edges are ubiquitously too hard in shadow mapping at present, and real soft shadows cannot be achieved. The shadow edges are softened in a special optimization mode, jags are eliminated, and satisfactory soft shadow effects of point light sources are achieved. The method includes the steps: judging whether the point light sources in a scene are visual point light sources or not by calculating whether a visual angle cone and a point light source illumination sphere are intersected or not to obtain a visual point light source list; judging whether each visual point light source is a potential projector or not by calculating whether the point light source illumination sphere and a spherical bounding box in the scene are intersected or not to obtain a potential projector list; rendering the potential projector into a cubic texture for each visual point light source; and performing scene illumination rendering for each visual point light source and optimizing shadow edge quality by a percentage approach filtering algorithm during shadow processing.

Description

Real-time pointolite soft shadows rendering intent
 
Technical field
The present invention relates to the graphics field, particularly relate to a kind of pointolite model that is directed against and carry out the method that real-time shadow is played up.
Background technology
The mankind are observed shade and cognitive three-dimensional world has very important meaning, and shade can help people to judge position, size and the geological information of shelter, also can help people to understand the geometric configuration of the thing that is blocked.Shade has provided the information of relevant light source position in the scene; Given prominence to the spatial relationship between the object; So shade is the sense of reality of enhanced scene greatly; Be to play up indispensable ingredient in the technology, shade is played up in fields such as computer graphic image, digital multimedias and is with a wide range of applications.
As a large amount of pointolite models that use of indoor scene, because its projection is an isotropic directivity, numerous technology have used umbra volume (Shadow Volume) to realize that shade plays up.They have the intrinsic shortcoming of umbra volume: the shade edge is excessively stiff, can not reach the effect of true soft shadows; The triangle filling rate is too high, and performance is played up in influence.Also some technology has been used the projection that certain direction is played up in common shade mapping (Shadow Maps), but the omnirange projection property that can't accomplish the pointolite model.
Summary of the invention
For addressing the above problem; The invention discloses a kind of method based on cube texture shade mapping (Cubemap Shadow Maps); Use special optimal way that the shade edge is carried out softening, eliminate crenellated phenomena, realize comparatively ideal pointolite soft shadows effect.
In order to achieve the above object, the present invention provides following technical scheme:
A kind of real-time pointolite soft shadows rendering intent may further comprise the steps:
(1) whether visual angle cone and pointolite illumination spheroid be crossing judges whether the pointolite in the scene is the visualization point light source, obtains the visualization point list of light sources through calculating;
(2) to each visualization point light source, whether intersect through the spherical bounding box of calculation level light source light according to object in spheroid and the scene, judge whether to be potential projection body, thereby obtain potential projection body tabulation;
(3) to each visualization point light source, potential projection body is rendered in the cube texture;
(4) carry out scene illumination to each visualization point light source and play up, in the Shadows Processing process, carry out number percent and optimize the shade edge quality near filter algorithm.
As a kind of preferred version; The concrete implementation method of said step (3) is: the omnirange projection of pointolite is carried out the decomposition of 6 directions according to cubical 6 faces; Obtain 6 projection view frustums; With 6 projection view frustums potential projection body is carried out the world space depth value successively and plays up, and be recorded in cube texture counterparty to the 2D texture in.
As a kind of preferred version, the concrete implementation method of said step (4) is:
(a) the cube texture is regarded as to be piled up according to the constant spacing rule by virtual pixel point one by one form, a virtual representation vegetarian refreshments has been represented on each summit;
(b) calculate position coordinates in the pixel place world space of current optical staining; This coordinate being deducted the pointolite position obtain the illumination vector, the illumination vector is carried out length scale according to cube texel size, is that vector with the texel unit count is (x with the illumination vector transformation; Y; Z), this pixel has 8 neighbor pixels, calculates adjacent virtual pixel illumination vector to be: (x 0, y 0, z 0), (x 0, y 0+ 1, z 0), (x 0+ 1, y 0, z 0), (x 0+ 1, y 0+ 1, z 0), (x 0, y 0, z 0+ 1), (x 0, y 0+ 1, z 0+ 1), (x 0+ 1, y 0, z 0+ 1), (x 0+ 1, y 0+ 1, z 0+ 1), x wherein 0=x the value of rounding, y 0=y the value of rounding, z 0=z the value of rounding;
(c) 8 adjacent virtual pixels are carried out the depth value that corresponding cube texture sampling obtains 8 neighbors records, contrast the value of blocking that obtains each virtual representation vegetarian refreshments thereby then object pixel is carried out size with the depth value of 8 virtual pixel corresponding record successively to the depth value of light source center;
(d) according to object pixel at X, Y, the distance weighting on three directions of Z carries out Tri linear interpolation to 8 groups of values of blocking calculating and calculates, and finally obtains illumination intensity value.
Compared with prior art, soft shadows rendering intent provided by the invention has the following advantages:
1. algorithm is simple, saves calculation resources, effectively softening the edge details of pointolite shade, eliminated crenellated phenomena.
2. can be on the computing machine of only supporting Direct3D 9 the high performance pointolite soft shadows effect of playing up of high-quality, can be widely used in 3D recreation and the virtual reality applications program.
Description of drawings
Fig. 1 is that visual angle cone and pointolite illumination spheroid intersect synoptic diagram;
Fig. 2 is two-dimensional projection's synoptic diagram of the spherical bounding box of object in pointolite illumination spheroid and the scene;
Fig. 3 plays up schematic diagram for the cube texture;
Fig. 4 is shade mapping ultimate principle figure;
Fig. 5 plays up schematic diagram for soft shadows provided by the invention;
Wherein Fig. 5-a piles up the cube texture maps that forms for the virtual representation vegetarian refreshments, and Fig. 5-b is the lattice synoptic diagram that target pixel points falls into.
Embodiment
Below will combine specific embodiment that technical scheme provided by the invention is elaborated, should understand following embodiment only be used to the present invention is described and be not used in the restriction scope of the present invention.
Real-time pointolite soft shadows rendering intent provided by the invention may further comprise the steps:
(1) at first obtains visualization point list of light sources (Visible point lights).
Whether visual angle cone and pointolite illumination spheroid be crossing judges whether the pointolite in the scene is the visualization point light source, obtains all visualization point light sources through calculating.Fig. 1 is two-dimensional projection's synoptic diagram of visual angle cone and pointolite illumination spheroid.Wherein, some V is a viewpoint, and figure intermediate cam shape zone is the visual angle cone; Several spheroids that disperse among the figure are pointolite; Some spheroid and visual angle cone intersect, and promptly the oblique line of these spheroids partly falls in the cone scope of visual angle, and the spheroid that has the oblique line part is visual light source.
(2), obtain potential projection body tabulation (Potential projection objects) to each visualization point light source.
Judge whether to be potential projection body through the calculation level light source light according to the spherical bounding box of object in spheroid and the scene is whether crossing.Fig. 2 is two-dimensional projection's synoptic diagram of the spherical bounding box of object in pointolite illumination spheroid and the scene.Wherein, Middle large ball games is a pointolite illumination spheroid; Other spheroids are the spherical bounding box of object scene; Spherical bounding box of several object scenes and pointolite illumination spheroid intersect among Fig. 2, and the oblique line of the spherical bounding box of scenery body partly falls in the pointolite illumination spheroid scope on the spot, and the spheroid that has the oblique line part representes that corresponding object is potential projection body.
(3) to each visualization point light source, potential projection body is rendered in the cube texture.
As shown in Figure 3, the cube center is a pointolite, and the omnirange projection of pointolite is carried out the decomposition of 6 directions according to cubical 6 faces, be respectively just before; Just, a positive left side, positive right; Just go up, just down, can access spotlight illumination model and 6 corresponding projection view frustums of 6 directions as shown in Figure 3 like this; And the length and width of projection view frustums cutting face equate that the cone subtended angle is 90 degree, the zone that its bend marks; The spotlight of representing illumination to the right so just obtains 6 spotlight projections, certain direction 2D texture of the corresponding cube pinup picture of each spotlight projection.With 6 projection view frustums potential projection body is carried out the world space depth value successively and plays up, and be recorded in cube texture counterparty to the 2D texture in.
(4) carrying out scene illumination to each visualization point light source plays up.
The common practices of playing up shade is: when drawing object scene illumination all over (Lighting Pass); Use common Phong illumination model to carry out illumination calculation in pixel coloring device (Pixel Shader) lining; The pixel (being object pixel) that calculates current optical staining simultaneously belongs to the position coordinates in the world space; This coordinate is deducted the pointolite position obtain direction vector; This direction vector can be sampled to cube consideration figure and obtained the projection body depth value of record before, asks mould to obtain the depth value of current pixel to light source center to this direction vector more in addition.Two depth values are carried out size can determine relatively whether current pixel needs illumination or not illumination, and whether shade is promptly arranged.Among the comparison procedure of depth value such as Fig. 4 based on shown in the shade mapping principle synoptic diagram of Cubemap; The illumination object pixel is Depth1 to the distance of light source; Again this object pixel is carried out corresponding cube texture sampling; Obtained a depth value Depth2, this numerical value has been represented the distance of projection body to light source.As Depth1 during greater than Depth2, object pixel need not carry out illumination calculation, has promptly produced shade, then carries out Shadows Processing.But play up scene " non-promptly bright dark " through what said method obtained, therefore effect is stiff lofty in the processing at shade edge, can not reach the soft shadows effect of shadow edge transition nature in the real world.
The present invention is the natural transition effect that reaches the shade edge, in the Shadows Processing process, carries out number percent near filtering (PCF) algorithm optimization shade edge quality.This algorithm is different from the number percent of traditional 2D texture near filtering (PCF) algorithm, has innovated the PCF algorithm to cube texture (Cubemap).
The concrete principle of optimality is following: because the coordinate of cube texture sampling is actually a three-dimensional vector; This vector is a starting point with the cube center; And terminal point is arbitrarily; Therefore can the cube texture be imagined as being piled up according to the constant spacing rule by virtual pixel point one by one shown in Fig. 5-a and form, a virtual representation vegetarian refreshments has been represented on each summit, and the lattice that indicates oblique line has been represented certain area of space that is made up of 8 adjacent virtual pixels.The pixel (being object pixel) that calculates current optical staining belongs to the position coordinates in the world space; This coordinate is deducted the pointolite position obtain the illumination vector; The illumination vector is carried out length scale according to cube texel size; With the illumination vector transformation is the vector with the texel unit count, and the terminal point of this illumination vector is that object pixel T must drop in the lattice shown in Fig. 5-b, and the unit length of lattice is 1 texel.The process of asking for of the illumination vector of 8 adjacent virtual pixels of T is: at first obtain the integral part of each component in the terminal point vector, add/subtract 1 texel unit more respectively and draw, the illumination vector of establishing object pixel T is for (x, y z), establish x 0=x the value of rounding, y 0=y the value of rounding, z 0=z the value of rounding calculates adjacent virtual pixel illumination vector and is:
(x 0,?y 0,?z 0),(x 0,?y 0,?z 0+1),(x 0,?y 0+1,?z 0),(x 0,?y 0+1,?z 0+1),(x 0+1,?y 0,?z 0),(x 0+1,?y 0,?z 0+1),(x 0+1,?y 0+1,?z 0),(x 0+1,?y 0+1,?z 0+1)。
Below with one group of data instance, object pixel T illumination vector is (3.6,2.7,5.2), then the illumination vector of 8 adjacent virtual pixels is respectively:
(3,2,5),(3,2,6),(3,3,5),(3,3,6),(4,2,5),(4,2,6),(4,3,5),(4,3,6)。
8 adjacent virtual pixels are carried out the depth value that corresponding cube texture sampling obtains 8 neighbor records; Then thereby object pixel is carried out the hiding relation that the size contrast obtains each virtual representation vegetarian refreshments with the depth value of 8 virtual pixel corresponding record successively to the depth value Depth1 of light source center; Can shown in Fig. 5-b, represent not to be blocked with 0; 1 expression is blocked, and obtains 8 groups or 0 or 1 the value of blocking.Be reference system with the lattice at last, according to object pixel at X, Y; Distance on three directions of Z (distance that is object pixel to each face of lattice, the fraction part of illumination vector that can be through obtaining object pixel T draws) weight is carried out Tri linear interpolation calculating to 8 groups of values of blocking that calculate the front; Finally obtain the floating type numerical value between one 0 to 1; If 0 for the brightest, 1 for the darkest, thus this floating type numeric representation illumination intensity value; Carry out playing up of shade according to this illumination intensity value, reached the soft shadows effect.Through above-mentioned computing, in shade edge, because near the virtual pixel the object pixel is blocked a bit, some is not blocked, through the Tri linear interpolation computing, obtain one between the brightest with the most secretly between gray-scale value, make the shade transition soft naturally.
The disclosed technological means of the present invention program is not limited only to the disclosed technological means of above-mentioned technological means, also comprises the technical scheme of being made up of above technical characterictic combination in any.

Claims (3)

1. a real-time pointolite soft shadows rendering intent is characterized in that, may further comprise the steps:
(1) whether visual angle cone and pointolite illumination spheroid be crossing judges whether the pointolite in the scene is the visualization point light source, obtains the visualization point list of light sources through calculating;
(2) to each visualization point light source, whether intersect through the spherical bounding box of calculation level light source light according to object in spheroid and the scene, judge whether to be potential projection body, thereby obtain potential projection body tabulation;
(3) to each visualization point light source, potential projection body is rendered in the cube texture;
(4) carry out scene illumination to each visualization point light source and play up, in the Shadows Processing process, carry out number percent and optimize the shade edge quality near filter algorithm.
2. real-time pointolite soft shadows rendering intent according to claim 1; It is characterized in that; The concrete implementation method of said step (3) is: the omnirange projection of pointolite is carried out the decomposition of 6 directions according to cubical 6 faces; Obtain 6 projection view frustums, with 6 projection view frustums potential projection body carried out the world space depth value successively and play up, and be recorded in cube texture counterparty to the 2D texture in.
3. real-time pointolite soft shadows rendering intent according to claim 1 and 2 is characterized in that the concrete implementation method of said step (4) is:
(a) the cube texture is regarded as to be piled up according to the constant spacing rule by virtual pixel point one by one form, a virtual representation vegetarian refreshments has been represented on each summit;
(b) calculate position coordinates in the pixel place world space of current optical staining; This coordinate being deducted the pointolite position obtain the illumination vector, the illumination vector is carried out length scale according to cube texel size, is that vector with the texel unit count is (x with the illumination vector transformation; Y; Z), this pixel has 8 neighbor pixels, calculates adjacent virtual pixel illumination vector to be: (x 0, y 0, z 0), (x 0, y 0+ 1, z 0), (x 0+ 1, y 0, z 0), (x 0+ 1, y 0+ 1, z 0), (x 0, y 0, z 0+ 1), (x 0, y 0+ 1, z 0+ 1), (x 0+ 1, y 0, z 0+ 1), (x 0+ 1, y 0+ 1, z 0+ 1), x wherein 0=x the value of rounding, y 0=y the value of rounding, z 0=z the value of rounding;
(c) 8 adjacent virtual pixels are carried out the depth value that corresponding cube texture sampling obtains 8 neighbors records, contrast the value of blocking that obtains each virtual representation vegetarian refreshments thereby then object pixel is carried out size with the depth value of 8 virtual pixel corresponding record successively to the depth value of light source center;
(d) according to object pixel at X, Y, the distance weighting on three directions of Z carries out Tri linear interpolation to 8 groups of values of blocking calculating and calculates, and finally obtains illumination intensity value.
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CN104103092A (en) * 2014-07-24 2014-10-15 无锡梵天信息技术股份有限公司 Real-time dynamic shadowing realization method based on projector lamp
CN104103089A (en) * 2014-07-29 2014-10-15 无锡梵天信息技术股份有限公司 Real-time soft shadow realization method based on image screen space
CN105447905A (en) * 2015-11-17 2016-03-30 长春理工大学 Three dimensional scene approximation soft shadow light tracking based on visible smooth filtering
CN106447759A (en) * 2016-10-19 2017-02-22 长春理工大学 Method for realizing three-dimensional scene indirect illumination effect approximate drawing by visibility interpolation
CN106447761A (en) * 2016-08-31 2017-02-22 北京像素软件科技股份有限公司 Shadow rendering method
CN106558092A (en) * 2016-11-16 2017-04-05 北京航空航天大学 A kind of multiple light courcess scene accelerated drafting method based on the multi-direction voxelization of scene
CN106575448A (en) * 2014-10-10 2017-04-19 艾维解决方案有限公司 Image rendering of laser scan data
CN106991717A (en) * 2017-03-16 2017-07-28 珠海市魅族科技有限公司 A kind of image processing method being applied under three-dimensional scenic and system
CN108090949A (en) * 2017-12-26 2018-05-29 苏州蜗牛数字科技股份有限公司 A kind of real-time global illumination method propagated based on luminous energy
CN110335335A (en) * 2018-03-21 2019-10-15 辉达公司 Uniform density cube for spherical projection renders
CN110675479A (en) * 2019-10-14 2020-01-10 北京代码乾坤科技有限公司 Dynamic illumination processing method and device, storage medium and electronic device
CN111028357A (en) * 2018-10-09 2020-04-17 北京嘀嘀无限科技发展有限公司 Soft shadow processing method and device of augmented reality equipment
US10650578B2 (en) 2018-05-11 2020-05-12 Microsoft Technology Licensing, Llc Dynamic soft shadow
CN111243077A (en) * 2020-01-17 2020-06-05 江苏艾佳家居用品有限公司 Real transition shadow implementation method based on spatial pre-exploration
WO2021155690A1 (en) * 2020-02-06 2021-08-12 腾讯科技(深圳)有限公司 Image rendering method and related device
CN113509721A (en) * 2020-06-18 2021-10-19 完美世界(北京)软件科技发展有限公司 Shadow data determination method, device, equipment and readable medium
CN116109758A (en) * 2023-04-07 2023-05-12 北京渲光科技有限公司 Method and device for positioning projection position of light source and rendering scene

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