TWI417808B - Reconstructable geometry shadow mapping method - Google Patents

Reconstructable geometry shadow mapping method Download PDF

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TWI417808B
TWI417808B TW97118693A TW97118693A TWI417808B TW I417808 B TWI417808 B TW I417808B TW 97118693 A TW97118693 A TW 97118693A TW 97118693 A TW97118693 A TW 97118693A TW I417808 B TWI417808 B TW I417808B
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geometric
shading
reconstructing
point
depth value
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TW97118693A
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TW200919369A (en
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qing-hua Dai
bao-guang Yang
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Via Tech Inc
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Description

可重建幾何陰影圖的方法 Method for reconstructing geometric shadow maps

本發明是有關於一種圖形處理,且特別是有關於一種陰影繪圖。 This invention relates to a graphics process and, more particularly, to a shadow plot.

在電腦繪圖中,陰影圖(Shadow mapping)以及陰影錐(shadow volumes)是二種常用的即時(real-time)陰影技術。陰影錐是Frank Crow在1977年所提出的技術,使用幾何方法計算3維(3-D)物體遮光區域。此算法利用模板緩存(stencil buffer)來計算某一像素(測試像素)是否在陰影中。陰影錐的主要優點是對於像素而言是準確的,反之陰影圖的準確性需視紋理記憶體(texture memory)大小以及陰影如何被投影而定。陰影錐技術需要大量的硬體填充時間,而其執行速度往往會比陰影圖技術要慢,尤其是處理大規模且複雜的幾何場景時。 In computer graphics, shadow mapping and shadow volumes are two common real-time shadow techniques. The shadow cone is a technique proposed by Frank Crow in 1977 to calculate the 3D (3-D) object shading area using geometric methods. This algorithm uses a stencil buffer to calculate whether a pixel (test pixel) is in the shadow. The main advantage of the shadow cone is that it is accurate for the pixel, whereas the accuracy of the shadow map depends on the size of the texture memory and how the shadow is projected. The shadow cone technique requires a lot of hardware fill time, and its execution speed tends to be slower than the shadow map technique, especially when dealing with large and complex geometric scenes.

陰影圖是將陰影加入3-D電腦圖像中的技術,其由Lance Williams在1978提出。此算法被廣泛應用於預先描繪(pre-rendered)場景,以及即時(real-time)的應用中。針對光源觀察點來比較遮光物與測試像素之深度,亦即測試對光源而言某個測試像素是否可見,以便建立遮光物之陰影。陰影圖是一種簡單有效的圖像空間方法(image space method)。陰影圖是陰影表現方法其中之一,其常常應用在高速需求上。然而,陰影圖會遇到鋸齒問題(aliasing error) 以及深度偏移問題(depth bias issues)。解決這兩個缺點是陰影表現技術領域的研究課題。 The shadow map is a technique for adding shadows to 3-D computer images, which was proposed by Lance Williams in 1978. This algorithm is widely used in pre-rendered scenarios, as well as in real-time applications. The depth of the shade and the test pixel are compared against the source observation point, that is, whether a test pixel is visible to the light source to establish a shadow of the shade. The shadow map is a simple and effective image space method. Shadow maps are one of the shadow representation methods that are often used in high speed requirements. However, the shadow map will encounter aliasing errors. And depth bias issues. Solving these two shortcomings is a research topic in the field of shadow representation technology.

在陰影圖中的鋸齒錯誤可以分為二類:透視鋸齒錯誤(perspective aliasing errors)以及投影鋸齒錯誤(projective aliasing errors)。在陰影邊緣放大時會發生透視鋸齒錯誤。當光線幾乎平行幾何表面且延伸超出某深度範圍時,就會發生投影鋸齒錯誤。大部分陰影圖技術的另一個問題是深度偏移問題。為了避免錯誤的「自身陰影」(self-shadowing)問題,William揭露一種常數深度偏移技術,其在與真實表面(true surface)比較深度之前便將偏移值加入深度取樣中。不幸地,太多的偏移可能會導致錯誤的「無陰影」(non-shadowing,看起來像是遮光物浮在光線接收物的上方)而使陰影後退太遠。實際上,直接地決定偏移值是非常難的,並且無法在每一個場景找出一個通用可接受的值。 The jagged errors in the shadow map can be divided into two categories: perspective aliasing errors and projective aliasing errors. A see-through error occurs when zooming in on the edge of the shadow. Projection aliasing errors occur when the light is nearly parallel to the geometric surface and extends beyond a certain depth range. Another problem with most shadow map techniques is the depth offset problem. To avoid erroneous "self-shadowing" problems, William exposes a constant depth migration technique that adds an offset value to the depth sample before it is deeper than the true surface. Unfortunately, too many offsets can cause false "non-shadowing" (which looks like the shade floats above the light receiver) and the shadows move back too far. In fact, it is very difficult to determine the offset value directly, and it is not possible to find a universally acceptable value in each scene.

本發明提供一種可重建幾何陰影圖方法,以降低「透視鋸齒」(perspective aliasing)與「投影鋸齒」(projective aliasing)這二種鋸齒錯誤,並解決深度偏移而引起的錯誤「自身陰影」(false self-shadowing)與錯誤「無陰影」(false non-shadowing)等問題的課題。 The invention provides a method for reconstructing a geometric shadow map, which reduces two kinds of sawtooth errors of "perspective aliasing" and "projective aliasing", and solves the error "self shadow" caused by depth deviation ( False self-shadowing) and the problem of false "non-shadowing".

本發明提出一種可重建幾何陰影圖方法。首先以光源為觀察點,儲存物體前表面(front-face)之多個遮光幾何形的幾何資訊。對測試像素進行一致性測試,以便從各個幾何形中找出相對應於測試像素的遮光幾何形。重建對應 於該測試像素的遮光點之深度值。最後執行測試像素的陰影判斷。 The invention proposes a method for reconstructing geometric shadow maps. First, the light source is used as an observation point to store geometric information of a plurality of shading geometries of the front-face of the object. A conformance test is performed on the test pixels to find the shading geometry corresponding to the test pixels from each of the geometries. Reconstruction correspondence The depth value of the shading point of the test pixel. Finally, the shadow judgment of the test pixel is performed.

在本發明之一實施例中,上述之幾何資訊可以包括該些幾何形之頂點座標或者圖形索引。上述一致性測試可以包括下述步驟。首先選擇該些幾何形其中之一,然後讀取所選擇幾何形之幾何資訊,其幾何資訊中包括該幾何形之頂點座標(v 0.x,v 0.y,v 0.z)、(v 1.x,v 1.y,v 1.z)以及(v 2.x,v 2.y,v 2.z)。接下來計算等式,以求取遮光點的重心座標值(w 1,w 2,w 3);其中(p.x,p.y,p.z)為測試像素之座標。依據遮光點的重心座標值(w 1,w 2,w 3)判斷所選擇的幾何形是否為一致的。若所選擇的幾何形判斷結果為一致的,則該幾何形為遮光幾何形。 In an embodiment of the invention, the geometric information may include vertex coordinates or a graphical index of the geometric shapes. The above conformance test can include the following steps. First select one of the geometric shapes, and then read the geometric information of the selected geometry, and the geometric information includes the vertex coordinates of the geometry ( v 0 . x , v 0 . y , v 0 . z ), ( v 1 . x , v 1 . y , v 1 . z ) and ( v 2 . x , v 2 . y , v 2 . z ). Next calculate the equation To obtain the center of gravity coordinate value ( w 1 , w 2 , w 3 ) of the shading point; wherein ( p . x , p . y , p . z ) is the coordinate of the test pixel. Whether the selected geometry is consistent according to the center of gravity coordinate value ( w 1 , w 2 , w 3 ) of the shading point. If the selected geometry is judged to be consistent, the geometry is a shading geometry.

在本發明之一實施例中,上述重建遮光點深度值之步驟包括:計算等式,以求取該遮光點的深度值T.zIn an embodiment of the invention, the step of reconstructing the shading point depth value comprises: calculating an equation In order to obtain the depth value Tz of the shading point.

在本發明之一實施例中,上述重建遮光點深度值之步驟包括:計算等式T.z= ,以求取遮光點的深度值T.zIn an embodiment of the invention, the step of reconstructing the shading point depth value comprises: calculating the equation Tz = In order to obtain the depth value Tz of the shading point.

在本發明之一實施例中,上述重建遮光點深度值之步驟包括:計算等式 ,以求取遮光點的深度值T.zIn an embodiment of the invention, the step of reconstructing the shading point depth value comprises: calculating an equation In order to obtain the depth value Tz of the shading point.

本發明因以光源為觀察點儲存物體的前表面多個幾何形之幾何資訊,因此可以使用該測試像素之位置資訊以及所儲存之幾何資訊,重建遮光點之深度值。獲得遮光點之深度值後,便可以比較遮光點與測試像素二者之深度值,以完成該測試像素的陰影判斷。 The invention stores geometric information of a plurality of geometric shapes on the front surface of the object by using the light source as an observation point. Therefore, the position information of the test pixel and the stored geometric information can be used to reconstruct the depth value of the shading point. After obtaining the depth value of the shading point, the depth values of the shading point and the test pixel can be compared to complete the shadow judgment of the test pixel.

為讓本發明之上述特徵和優點能更明顯易懂,下文特舉較佳實施例,並配合所附圖式,作詳細說明如下。 The above described features and advantages of the present invention will be more apparent from the following description.

所屬領域之技術人員可以參照以下實施例來實現本發明。當然,下述實施例亦可以電腦程式的形式實現之,並利用電腦可讀取儲存媒體儲存此一電腦程式,以利電腦執行可重建幾何陰影圖之方法。 Those skilled in the art can implement the present invention with reference to the following examples. Of course, the following embodiments can also be implemented in the form of a computer program, and the computer can be used to read the storage medium to store the computer program, so that the computer can perform the method of reconstructing the geometric shadow map.

圖1是依照本發明實施例說明一種可重建幾何陰影圖方法的流程圖。本實施例可以處理多個光源。為能簡單清楚說明本實施例,以下將以單一光源為例來說明可重建幾何陰影圖之方法。在電腦所繪製的圖形中,物體表面可以由多個幾何形(例如三角形或其他幾何形)所構成。本實施例將假設物體表面是由多個三角形所構成。所屬技術領域具有通常知識者可以任何技術繪製上述物體表面。 1 is a flow chart illustrating a method of reconstructing a geometric shadow map in accordance with an embodiment of the present invention. This embodiment can process a plurality of light sources. In order to explain the present embodiment in a simple and clear manner, a method of reconstructing a geometric shadow map will be described below by taking a single light source as an example. In graphics drawn by a computer, the surface of an object can be made up of multiple geometries (such as triangles or other geometric shapes). This embodiment will assume that the surface of the object is composed of a plurality of triangles. Those skilled in the art can draw the surface of the above object by any technique.

圖2是依照本發明實施例說明陰影圖、物體表面(部分)與測試像素之空間關係。場景可以從光源為觀察點(light’s point of view)被繪出。以點光源(point light source)而言,此觀察點可以是透視投影(perspective projection)。對於指向性光源(directional light)而言,可以使用正交投影(orthographic projection)。如圖2所示,遮光物體表面包括三角形TR0、TR1、TR2與TR3。從上述繪製中,會擷取每一個遮光三角形(occluding triangles)TR0~TR3的資訊,並將其存放在幾何陰影圖(geometry shadow maps)中。亦即,以點光源作為觀察點,儲存某一物體的前表面之多個幾何形之幾何資訊(步驟S110)。於本實施例中,上述幾何資訊可以包括各個幾何形之頂點座標,例如遮光三角形TR0~TR3的頂點座標,或者,包括各個幾何形之圖形索引。在光源觀察點的規範視野空間(light canonical view volume)與光源視野空間(light view space)中,此三角形的線性特性可以讓我們針對點光源(指向性光源亦相同)來重建這些遮光三角形。 2 is a block diagram showing the spatial relationship between a shadow map, an object surface (portion), and a test pixel, in accordance with an embodiment of the present invention. The scene can be drawn from the light's point of view. In the case of a point light source, this observation point can be a perspective projection. For directional light, orthographic projection can be used. As shown in FIG. 2, the surface of the light-shielding object includes triangles TR0, TR1, TR2, and TR3. From the above drawing, the information of each occluding triangles TR0~TR3 is taken and stored in the geometric shadow maps. That is, using the point source as the observation point, geometric information of a plurality of geometric shapes of the front surface of an object is stored (step S110). In this embodiment, the geometric information may include vertex coordinates of each geometry, such as vertex coordinates of the shading triangles TR0~TR3, or include a graphical index of each geometry. In the light canonical view volume of the source observation point and the light view space, the linear nature of the triangle allows us to reconstruct these shading triangles for point sources (the same for directional sources).

接下來進行步驟S120,對測試像素進行一致性測試,以從所有幾何形中找出一遮光幾何形(consistency test)。其中,該遮光幾何形具有遮光點Pd(以光源為觀察點的幾何陰影圖中,測試像素與遮光點Pd重疊)。步驟S120可以應用幾何陰影圖(geometry shadow maps)從攝影機觀察點(camera viewpoint)繪製場景。此處理具有三個主要構件。對於物體的每一個測試像素(例如圖2中的測試像素P)而 言,首先要找出從光源所看到像素的座標(p.x,p.y,p.z)。座標(p.x,p.y,p.z)的x與y值對應於在幾何圖紋理(geometry map texture)中的位置,並且被使用於三角型一致性測試(triangle consistency tests)以便找出遮光三角形。 Next, in step S120, the test pixels are subjected to a consistency test to find a consistency test from all the geometric shapes. Wherein, the shading geometry has a light-shielding point Pd (in the geometric shadow diagram with the light source as the observation point, the test pixel overlaps with the shading point Pd). Step S120 may apply geometric shadow maps to draw a scene from a camera viewpoint. This process has three main components. For each test pixel of the object (such as test pixel P in Figure 2), first find the coordinates ( px , py , pz ) of the pixel seen from the light source. The x and y values of the coordinates ( px , py , pz ) correspond to locations in the geometry map texture and are used in triangle consistency tests to find the shading triangles.

上述步驟S120可以找出測試像素P的遮光三角形是TR0。接下來進行步驟S130,使用遮光幾何形之幾何資訊以及測試像素P之位置資訊,重建遮光點Pd之深度值。也就是使用步驟S110所儲存的幾何資訊來重建像素P的遮光點深度值(例如圖2中遮光點Pd的深度值)。 The above step S120 can find that the shading triangle of the test pixel P is TR0. Next, in step S130, the depth information of the shading point Pd is reconstructed using the geometric information of the shading geometry and the position information of the test pixel P. That is, the geometrical information stored in step S110 is used to reconstruct the shading point depth value of the pixel P (for example, the depth value of the shading point Pd in FIG. 2).

接下來進行步驟S140,比較遮光點Pd之深度值與測試像素P之深度值,以完成測試像素P的陰影判斷。遮光三角形TR0所重建的深度值與測試像素P的z值(深度值,得自光源觀察點的規範視野空間(light canonical view volume)被比較,以完成測試像素P的陰影判斷。最後,繪出在陰影中或是在光亮中的所測試像素。若有多個光源,則對每一個光源使用各自不同的幾何陰影圖。 Next, in step S140, the depth value of the light-shielding point Pd and the depth value of the test pixel P are compared to complete the shadow determination of the test pixel P. The depth value reconstructed by the shading triangle TR0 is compared with the z value of the test pixel P (the depth value, which is obtained from the light canonical view volume of the light source observation point to complete the shadow judgment of the test pixel P. Finally, the drawing is performed. The pixel being tested in the shadow or in the light. If there are multiple sources, use a different geometric shadow map for each source.

所屬技術領域具有通常知識者可以依照上述說明而實現本實施例。以下將說明圖1中各步驟的詳細實施範例,然而本發明之實現方式不應以此受限。圖2說明從光的觀察視野空間的點光源轉換至光源觀察點的規範視野空間中的指向性光源。假設在光源觀察點的規範空間中的場景是由四個相鄰三角形TR0、TR1、TR2與TR3所組成。 Those skilled in the art can implement the present embodiment in accordance with the above description. Detailed implementation examples of the steps in FIG. 1 will be described below, but the implementation of the present invention should not be limited thereto. Figure 2 illustrates a directional light source that is converted from a point source in the viewing field of light to a specular field of view of the source viewing point. It is assumed that the scene in the canonical space of the light source observation point is composed of four adjacent triangles TR0, TR1, TR2 and TR3.

首先(步驟S110),三角形TR0~TR3分別被投影(projected)與光柵化(rasterized)至幾何陰影圖中其對應的 區域AR0、AR1、AR2與AR3。在各區域AR0~AR3中的每一個紋理元素(texel)包含其對應三角形的幾何資訊(本實施例中為頂點座標),例如在區域AR0中的纹理元素包含三角形TR0的頂點座標(v 0.x,v 0.y,v 0.z)、(v 1.x,v 1.y,v 1.z)以及(v 2.x,v 2.y,v 2.z)。步驟S110除了將幾何資訊儲存在陰影圖外(習知技術儲存在陰影圖的是深度值,而不是幾何資訊),步驟S110的操作幾乎是等同於標準陰影圖。對於點光源而言將場景轉換至光源觀察點的規範視野空間(light canonical view volume),然後在其陰影圖的光柵化區域儲存了三角形的三個頂點座標。另一個方式可以從相鄰接的三角形獲得座標頂點。例如在圖2中,與三角形TR0相鄰接的三角形TR1、TR2與TR3的6個頂點座標均被儲存在三角形TR0的光柵化區域。對於指向性光源而言,則儲存指定「處理中」光源觀察點的規範視野空間的頂點座標,此觀察點空間的光線是平行於z軸。 First (step S110), the triangles TR0 to TR3 are respectively projected and rasterized to their corresponding regions AR0, AR1, AR2 and AR3 in the geometric shadow map. Each texel in each of the regions AR0~AR3 contains geometric information of its corresponding triangle (the vertex coordinates in this embodiment), for example, the texel in the region AR0 contains the vertex coordinates of the triangle TR0 ( v 0 . x , v 0 . y , v 0 . z ), ( v 1 . x , v 1 . y , v 1 . z ) and ( v 2 . x , v 2 . y , v 2 . z ). In step S110, except that the geometric information is stored in the shadow map (the conventional technique stores the depth value in the shadow map instead of the geometric information), the operation of step S110 is almost equivalent to the standard shadow map. For a point source, the scene is converted to a light canonical view volume of the source observation point, and then the three vertex coordinates of the triangle are stored in the rasterized area of the shadow map. Another way is to get the coordinate vertices from adjacent triangles. For example, in FIG. 2, the six vertex coordinates of the triangles TR1, TR2, and TR3 adjacent to the triangle TR0 are stored in the rasterized region of the triangle TR0. For directional light sources, the vertex coordinates of the canonical field of view specifying the "in process" source observation point are stored, and the light in this observation point space is parallel to the z-axis.

接下來,在可視空間(eye space)中的可見像素(visible pixel)P被轉換至光源觀察點的規範視野座標(p.x,p.y,p.z)。步驟S120所述一致性測試可能包括選擇幾何形(例如三角形TR0~TR3)其中之一。步驟S120可能包括讀取所選擇幾何形之幾何資訊(例如,若選擇三角形TR0,則從幾何陰影圖讀取區域AR0的幾何資訊)。上述幾何資訊中可以包括幾何形之頂點座標,例如三角形TR0之頂點座標(v 0.x,v 0.y,v 0.z)、(v 1.x,v 1.y,v 1.z)以及(v 2.x,v 2.y,v 2.z)。以二維(2-D) 座標(p.x,p.y),可以找出幾何陰影圖中對應的取樣點T。在此步驟S120可能包括計算等式1: 以求取對應於三角形TR0頂點的遮光點Pd的三維(3-D)重心座標值(w 1,w 2,w 3)。依據遮光點Pd的重心座標值(w 1,w 2,w 3)判斷所選擇的幾何形(三角形TR0)是否為一致的。 Next, the visible pixel P in the eye space is converted to the canonical field of view coordinates (px, py, pz) of the source observation point. The conformance test of step S120 may include selecting one of the geometric shapes (eg, triangles TR0~TR3). Step S120 may include reading the geometric information of the selected geometry (eg, if the triangle TR0 is selected, the geometric information of the region AR0 is read from the geometric shadow map). The geometric information may include vertex coordinates of the geometric shape, such as the vertex coordinates of the triangle TR0 ( v 0 . x , v 0 . y , v 0 . z ), ( v 1 . x , v 1 . y , v 1 . z And ( v 2 . x , v 2 . y , v 2 . z ). With the two-dimensional (2-D) coordinates (px, py), you can find the corresponding sampling point T in the geometric shadow map. At this step S120, it may include calculating Equation 1: The three-dimensional (3-D) center-of-gravity coordinates ( w 1 , w 2 , w 3 ) corresponding to the shading point Pd of the vertices of the triangle TR0 are obtained. It is judged whether or not the selected geometry (triangle TR0) is uniform according to the centroid coordinate value ( w 1 , w 2 , w 3 ) of the shading point Pd.

對於每一個可見像素P,遮光三角形TR0需要被正確定位,以便接下來可以從儲存在幾何陰影圖的幾何資訊重建此遮光點Pd的深度值。此處理便是所謂三角形「一致性測試」。然而,具有測試像素座標(x,y)的取樣紋理圖(sampling texture maps)不一定能返回有關擋住該測試像素P的三角形TR0的資訊。若從等式1所計算獲得的三個重心座標值(w 1,w 2,w 3)是在[0,1]範圍中(意思是此三角形擋住了該測試像素),便稱此三角形測試是一致的(consistent)。否則此測試是不一致的(inconsistent)。若所選擇的幾何形判斷結果為一致的,則幾何形(三角形TR0)為測試像素P的遮光幾何形。 For each visible pixel P, the shading triangle TR0 needs to be correctly positioned so that the depth value of this shading point Pd can be reconstructed from the geometric information stored in the geometric shadow map. This process is called the triangle "conformance test". However, sampling texture maps with test pixel coordinates (x, y) may not necessarily return information about the triangle TR0 blocking the test pixel P. If the three centroid values ( w 1 , w 2 , w 3 ) obtained from Equation 1 are in the range [0, 1] (meaning that the triangle blocks the test pixel), the triangle test is called It is consistent. Otherwise the test is inconsistent. If the selected geometry determination result is consistent, the geometry (triangle TR0) is the shading geometry of the test pixel P.

由於陰影圖的有限解析度,可能導致三角形測試的不一致結果。若紋理貼圖的解析度比較低,則更有可能讓三角形測試結果變得不一致。圖3A說明二個相鄰接三角形TR0與TR1,而三角形TR0與TR1為有限解析度。圖3B說明在圖3A中三角形TR0與TR1的光柵化區域AR0與AR1。在有限解析度之下,區域AR0為三角形TR0的光柵 化區域,而區域AR1是三角形TR1的光柵化區域。點T是取樣點(sampled point),其具有與所測試可見像素P相同的(x,y)座標。然而藉由取樣點T,本實施例所存取者為帶有三角形TR0幾何資訊的纹理元素A。如圖3B所示,取樣點T本來應該在三角形TR1的光柵化區域內,然而三角形TR0的資訊可能會因為有限解析度而導致錯誤的深度值重建(錯將取樣點T視為三角形TR0的遮光點)。圖3B中取樣點T’亦有相似問題。 Due to the limited resolution of the shadow map, it may lead to inconsistent results of the triangle test. If the resolution of the texture map is low, it is more likely to make the triangle test results inconsistent. Figure 3A illustrates two adjacent triangles TR0 and TR1, while triangles TR0 and TR1 have a finite resolution. Figure 3B illustrates the rasterized regions AR0 and AR1 of triangles TR0 and TR1 in Figure 3A. Under the limited resolution, the region AR0 is a grating of the triangle TR0. The area AR1 is the rasterized area of the triangle TR1. Point T is a sampled point having the same (x, y) coordinates as the visible pixel P being tested. However, by sampling point T, the accessor in this embodiment is texel A with triangular TR0 geometric information. As shown in FIG. 3B, the sampling point T should originally be in the rasterized region of the triangle TR1, but the information of the triangle TR0 may result in erroneous depth value reconstruction due to limited resolution (wrongly consider the sampling point T as the shading of the triangle TR0). point). The sampling point T' in Fig. 3B also has similar problems.

以相鄰接三角形的幾何資訊,藉由取樣對應點T可以找出擋住所測試像素P的遮光三角形。然而,當二個相鄰區域被光柵化,鄰接三角形的幾何資訊便可能會不能使用。為了解決這個問題,本實施例增加取樣點以包含更多三角形的幾何資訊,因此也增加了找出一致的三角形測試的機會。圖3C是依照本發明說明二種取樣模板(sampling kernels)T與T’的圖樣範例。若所測試像素P被多層幾何表面所擋住,此模板亦可排序所有一致三角形測試的深度結果,並且取其最小值作為遮光點的最終深度值。以取樣模板T的圖樣為例,除了存取帶有區域AR0資訊的纹理元素來計算取樣點T之外,更存取帶有區域AR0資訊的纹理元素來計算取樣點T2的深度值,存取帶有區域AR2資訊的纹理元素來計算取樣點T1的深度值,以及存取帶有區域AR1資訊的纹理元素來計算取樣點T3與T4的深度值。接下來排序所有一致三角形測試的深度結果(T、T1、T2、 T3與T4的深度值),並且取其最小值作為遮光點Pd的最終深度值。 By tiling the geometrical information of the adjacent triangles, the light-shielding triangle that blocks the tested pixel P can be found by sampling the corresponding point T. However, when two adjacent regions are rasterized, the geometric information of adjacent triangles may not be available. In order to solve this problem, the present embodiment increases the sampling point to contain geometric information of more triangles, thus also increasing the chance of finding a consistent triangle test. Figure 3C is a diagram showing an example of a pattern of two sampling kernels T and T' in accordance with the present invention. If the tested pixel P is blocked by the multi-layer geometry surface, the template can also sort the depth results of all consistent triangle tests and take the minimum value as the final depth value of the blackout point. Taking the pattern of the sampling template T as an example, in addition to accessing the texel with the area AR0 information to calculate the sampling point T, the texel with the area AR0 information is accessed to calculate the depth value of the sampling point T2, and access is performed. A texel with area AR2 information is used to calculate the depth value of the sample point T1, and a texel with area AR1 information is accessed to calculate the depth values of the sample points T3 and T4. Next, sort the depth results of all consistent triangle tests (T, T1, T2) The depth value of T3 and T4), and the minimum value thereof is taken as the final depth value of the light-shielding point Pd.

對於準確性而言,選擇適當的模板圖樣是很重要的。相較於較小模板圖樣而言,大一點的模板圖樣常常提供較高準確性。然而,包含許多取樣點的較大模板可能不利於性能。圖3C所示之特殊模板圖樣可以較少的取樣而實現相近的準確性。藉由設定某一測試像素的三角形一致性測試總量,更可以減少取樣數量。 For accuracy, it is important to choose the appropriate template pattern. Larger template patterns often provide higher accuracy than smaller template patterns. However, larger templates containing many sampling points may be detrimental to performance. The special template pattern shown in Figure 3C can achieve similar accuracy with less sampling. By setting the total amount of triangle conformance test for a test pixel, the number of samples can be reduced.

對於所測試的像素P,當紋理解析度是臨界的(subcritical,其將導致一些遮光三角形無法存入陰影圖),這些對應三角形測試必定是不一致。基於此,這些三角形測試便依照到中央三角形的加權距離的順序而被排序,以便使用對應於「最近距離」(closest-distance)權重值三角形資訊來進行重建。當合理的假設重建遮光點是在「最近距離」三角形的相同平面,此經計算獲得的加權距離可以是歐幾里德幾何學(Euclidean)的計算方法。 For the pixel P tested, when the texture resolution is critical (subcritical, which will cause some shading triangles to not be stored in the shadow map), these corresponding triangle tests must be inconsistent. Based on this, these triangle tests are ordered in the order of the weighted distances to the central triangle to reconstruct using the triangle information corresponding to the "closest-distance" weight value. When it is reasonable to assume that the reconstructed shading point is in the same plane of the "nearest distance" triangle, the calculated weighted distance can be Euclidean's calculation method.

在獲得了正確的三角形資訊後,所測試像素之遮光點深度值可以被重建。經由三角形插值(triangle interpolation),遮光三角形TR0中遮光點Pd的深度值可以被重建。在從等式1計算出上述權重值後,步驟S130中遮光點Pd的深度值T.z可以利用下式重建之: After the correct triangle information is obtained, the shading point depth value of the tested pixel can be reconstructed. The depth value of the shading point Pd in the shading triangle TR0 can be reconstructed via a triangle interpolation. After calculating the above weight value from Equation 1, the depth value Tz of the light-shielding point Pd in step S130 can be reconstructed by the following formula:

或者,結合等式1與等式2,可以獲得等式3: 步驟S130中遮光點Pd的深度值T.z可以利用等式3重建之。在上述等式3中必須進行3x3矩陣的逆運算。目前圖形處理單元(Graphics Processing Unit,GPU)硬體並未直接支持3x3矩陣的逆運算。因此我們必須將其分解成一些通常的算術邏輯運算單元(arithmetic and logic unit,ALU)指令。然而,ALU指令集並不能保證精確性,而且可能會對逆運算結果引入更多相關的誤差而影響到最終的重建深度值。 Alternatively, in conjunction with Equation 1 and Equation 2, Equation 3 can be obtained: The depth value Tz of the light-shielding point Pd in step S130 can be reconstructed using Equation 3. The inverse of the 3x3 matrix must be performed in Equation 3 above. At present, the graphics processing unit (GPU) hardware does not directly support the inverse of the 3x3 matrix. So we have to break it down into some common arithmetic and logic unit (ALU) instructions. However, the ALU instruction set does not guarantee accuracy, and may introduce more relevant errors to the inverse operation results and affect the final reconstruction depth value.

為了改善上述問題,本實施例將等式3改寫為下述等效的等式: 因此,步驟S130中遮光點Pd的深度值T.z亦可以利用等式4重建之。 In order to improve the above problem, the present embodiment rewrites Equation 3 into the following equivalent equation: Therefore, the depth value Tz of the light-shielding point Pd in step S130 can also be reconstructed by using Equation 4.

最後藉由比較遮光點Pd與像素P的光源規範視野空間深度值(canonical volume depth values),亦即比較T.zp.z,可以完成像素P的陰影判斷(步驟S140)。 Finally, by comparing the light-shielding point Pd with the light source specification of the pixel P, the canonical volume depth values, that is, comparing Tz and pz , the shadow determination of the pixel P can be completed (step S140).

圖4A說明標準陰影圖所產生的投影鋸齒錯誤。圖4A顯示的場景是懸浮在底平面上方的一塊四邊型板,因此四邊型板在底平面形成一帶狀陰影。圖4A左下角顯示所述帶狀陰影的局部放大圖。從圖4A可以很明顯看出,傳統標準陰影圖所產生的投影鋸齒錯誤是很明顯的。相較於圖4A,圖4B是依照本發明實施例說明可重建幾何陰影圖所產生的投影鋸齒結果。亦即,圖4B使用了上述本發明實施例所介紹的新算法:可重建幾何陰影圖(Reconstructable Geometry Shadow Map,RGSM),做為鋸齒問題的解決方案。圖4B顯示的場景與圖4A相同。從圖4B可以很明顯看出,本發明實施例所使用的RGSM算法所產生的投影鋸齒錯誤很明顯的得到大幅度的改善。 Figure 4A illustrates a projection sawtooth error produced by a standard shadow map. The scene shown in Fig. 4A is a quadrilateral plate suspended above the bottom plane, so that the quadrilateral plate forms a strip shadow on the bottom plane. A partial enlarged view of the strip shadow is shown in the lower left corner of Fig. 4A. As is apparent from Fig. 4A, the projection sawtooth error produced by the conventional standard shadow map is obvious. In contrast to FIG. 4A, FIG. 4B illustrates projection jagged results produced by reconstructable geometric shadow maps in accordance with an embodiment of the present invention. That is, FIG. 4B uses the new algorithm described in the above embodiment of the present invention: Reconstructable Geometry Shadow Map (RGSM) as a solution to the sawtooth problem. The scene shown in Fig. 4B is the same as Fig. 4A. As is apparent from Fig. 4B, the projection sawtooth error produced by the RGSM algorithm used in the embodiment of the present invention is significantly improved.

大部分陰影圖技術的另一個問題是深度偏移問題。圖5A、5B與5C的圖形深度偏移測試的場景相同,均是房子與欄杆。圖5A說明標準陰影圖以常數深度偏移技術(深度偏移值1e-3)所產生的測試場景,以避免錯誤的自身陰影(self-shadowing)問題。亦即,其在與真實表面(true surface)比較之前便將深度偏移值加入深度取樣中。由於圖5A的深度偏移值過大,導致錯誤的「無陰影」(non-shadowing,看起來像是遮光物浮在光線接收物的上方)現象而使陰影後退太遠。實際上,直接地決定偏移值是非常難的,並且無法在每一個場景找出一個可接受的值。例如,圖5B說明標準陰影圖以常數深度偏移技術(深度偏移值1e-6)所產生的測試場景。為了改善錯誤的「無陰影」現象而使用較 小的深度偏移值(1e-6),雖然改善了「無陰影」現象,卻產生了錯誤的「自身陰影」(self-shadowing)問題(如圖5B所示)。圖5C是依照本發明實施例說明可重建幾何陰影圖所產生的圖形深度偏移測試場景。亦即,圖5C使用了上述本發明實施例所介紹的RGSM算法做為深度偏移問題的解決方案。圖5C的深度偏移值與圖5B相同,均是1e-6。從圖5C可以很明顯看出,本發明實施例所使用的RGSM算法可以使用極小的深度偏移值,而不會產生錯誤的「自身陰影」問題。 Another problem with most shadow map techniques is the depth offset problem. The scenes of the graphical depth shift test of Figures 5A, 5B and 5C are the same, both houses and railings. Figure 5A illustrates a test scenario generated by a standard shadow map with a constant depth offset technique (depth offset value 1e-3) to avoid erroneous self-shadowing problems. That is, it adds the depth offset value to the depth sample before comparing it to the true surface. Since the depth offset value of FIG. 5A is too large, the erroneous "non-shadowing" (which looks like the shade floats above the light receiving object) causes the shadow to retreat too far. In fact, it is very difficult to determine the offset value directly, and it is not possible to find an acceptable value in each scene. For example, Figure 5B illustrates a test scenario resulting from a standard shadow map with a constant depth offset technique (depth offset value 1e-6). Used to improve the wrong "no shadow" phenomenon The small depth offset value (1e-6), although improving the "no shadow" phenomenon, produces the wrong "self-shadowing" problem (as shown in Figure 5B). FIG. 5C is a diagram illustrating a graphics depth shift test scenario generated by reconstructing a geometric shadow map in accordance with an embodiment of the present invention. That is, FIG. 5C uses the RGSM algorithm described in the above embodiment of the present invention as a solution to the depth offset problem. The depth offset value of FIG. 5C is the same as that of FIG. 5B, and both are 1e-6. As is apparent from Fig. 5C, the RGSM algorithm used in the embodiment of the present invention can use a very small depth offset value without causing an erroneous "self-shadow" problem.

綜上所述,本實施例可以保證像素級別的(pixel-wise)深度準確性,具有下列優點: In summary, the present embodiment can ensure pixel-level depth accuracy, and has the following advantages:

1.藉由減低透視鋸齒與投影鋸齒,其可以產生精確的陰影邊緣。其更可以在動態場景中移除陰影邊緣「抖動」(jittering)現象。 1. By reducing the perspective sawtooth and projection sawtooth, it produces precise shadow edges. It can also remove the "jittering" phenomenon of shadow edges in dynamic scenes.

2.比起其他的陰影圖技術,本實施例可以具有很小的深度偏移值。藉由設定單一且固定的偏移值,使用RGSM的程式設計者可以符合大部份應用的需求,並且產生正確圖像而避免錯誤的「自身陰影」(false self-shadowing)或是錯誤的「無陰影」(false non-shadowing)問題。 2. This embodiment can have a small depth offset value compared to other shadow map techniques. By setting a single and fixed offset value, programmers using RGSM can meet the needs of most applications and produce correct images to avoid false "self-shadowing" or "false" errors. "false non-shadowing" problem.

3.在相同輸出陰影品質與高速執行的前提下,其只使用標準陰影圖的少量記憶體空間。 3. On the premise of the same output shadow quality and high speed execution, it uses only a small amount of memory space of the standard shadow map.

雖然本發明已以較佳實施例揭露如上,然其並非用以限定本發明,任何所屬技術領域中具有通常知識者,在不脫離本發明之精神和範圍內,當可作些許之更動與潤飾, 因此本發明之保護範圍當視後附之申請專利範圍所界定者為準。 Although the present invention has been disclosed in the above preferred embodiments, it is not intended to limit the invention, and any one of ordinary skill in the art can make some modifications and refinements without departing from the spirit and scope of the invention. , Therefore, the scope of the invention is defined by the scope of the appended claims.

A、B‧‧‧纹理元素 A, B‧‧‧Texture elements

AR0、AR1、AR2、AR3‧‧‧幾何陰影圖中的對應區域 Corresponding regions in the geometric shadow map of AR0, AR1, AR2, AR3‧‧

P‧‧‧測試像素 P‧‧‧ test pixels

Pd‧‧‧遮光點 Pd‧‧‧ shading point

S110~S140‧‧‧依照本發明實施例說明可重建幾何陰影圖方法的各步驟 S110~S140‧‧‧ steps of a method for reconstructing a geometric shadow map according to an embodiment of the invention

TR0、TR1、TR2、TR3‧‧‧遮光物體表面的三角型 TR0, TR1, TR2, TR3‧‧‧ triangular shape on the surface of the light-shielding object

T、T’‧‧‧取樣點 T, T’‧‧‧ sampling points

圖1是依照本發明實施例說明一種可重建幾何陰影圖方法的流程圖。 1 is a flow chart illustrating a method of reconstructing a geometric shadow map in accordance with an embodiment of the present invention.

圖2是依照本發明實施例說明陰影圖、物體表面(部分)與測試像素之空間關係。 2 is a block diagram showing the spatial relationship between a shadow map, an object surface (portion), and a test pixel, in accordance with an embodiment of the present invention.

圖3A說明二個相鄰接三角形TR0與TR1。 Figure 3A illustrates two adjacent triangles TR0 and TR1.

圖3B說明在圖3A中三角形TR0與TR1的光柵化區域AR0與AR1。 Figure 3B illustrates the rasterized regions AR0 and AR1 of triangles TR0 and TR1 in Figure 3A.

圖3C是依照本發明說明二種取樣模板的圖樣範例。 3C is a diagram showing an example of a pattern of two sampling templates in accordance with the present invention.

圖4A說明標準陰影圖所產生的投影鋸齒錯誤。 Figure 4A illustrates a projection sawtooth error produced by a standard shadow map.

圖4B是依照本發明實施例說明可重建幾何陰影圖所產生的投影鋸齒結果。 4B is a diagram showing projection jagged results produced by reconstructing a geometric shadow map in accordance with an embodiment of the present invention.

圖5A說明標準陰影圖以常數深度偏移技術(深度偏移值1e-3)所產生的測試場景。 Figure 5A illustrates a test scenario resulting from a standard shadow map with a constant depth offset technique (depth offset value 1e-3).

圖5B說明標準陰影圖以常數深度偏移技術(深度偏移值1e-6)所產生的測試場景。 Figure 5B illustrates a test scenario resulting from a standard shadow map with a constant depth offset technique (depth offset value 1e-6).

圖5C是依照本發明實施例說明可重建幾何陰影圖(深度偏移值1e-6)所產生的圖形深度偏移測試場景。 5C is a graph depth shift test scenario generated by a reconfigurable geometric shadow map (depth offset value 1e-6) in accordance with an embodiment of the present invention.

S110~S140‧‧‧依照本發明實施例說明可重建幾何陰影圖方法的各步驟S110~S140‧‧‧ steps of a method for reconstructing a geometric shadow map according to an embodiment of the invention

Claims (9)

一種可重建幾何陰影圖的方法,包括:以一光源為觀察點,儲存一物體前表面之多個遮光幾何形之幾何資訊;對一測試像素進行一致性測試,以從該些幾何形中找出對應於該測試像素的一遮光幾何形;重建對應於該測試像素的一遮光點之深度值;以及執行該測試像素的陰影判斷,其中該測試像素之座標為(p.x,p.y,p.z),而該一致性測試包括:選擇該些幾何形其中之一;讀取所選擇的該幾何形之幾何資訊,其幾何資訊中包括該幾何形之頂點座標(v 0.x,v 0.y,v 0.z)、(v 1.x,v 1.y,v 1.z)以及(v 2.x,v 2.y,v 2.z); 計算等式,以求取該遮光點的重心座標值(w 1,w 2,w 3);依據該遮光點的重心座標值(w 1,w 2,w 3)判斷所選擇的該幾何形是否為一致的;以及若所選擇的該幾何形判斷結果為一致的,則該幾何形為該遮光幾何形。 A method for reconstructing a geometric shadow map, comprising: storing a geometric information of a plurality of shading geometric shapes on a front surface of an object by using a light source as an observation point; performing consistency testing on a test pixel to find from the geometric shapes And a shading geometry corresponding to the test pixel; reconstructing a depth value corresponding to a shading point of the test pixel; and performing a shadow determination of the test pixel, where the coordinates of the test pixel are ( px , py , pz ), The consistency test includes: selecting one of the geometric shapes; reading the selected geometric information of the geometric shape, and the geometric information includes the vertex coordinates of the geometric shape ( v 0 . x , v 0 . y , v 0 . z ), ( v 1 . x , v 1 . y , v 1 . z ) and ( v 2 . x , v 2 . y , v 2 . z ); , In order to obtain the coordinate value of the center of gravity of the light shading dot (w 1, w 2, w 3); according to the light shading dot centroid coordinates (w 1, w 2, w 3) determining the geometry consistent whether the selected And if the selected geometric shape judgement result is consistent, the geometric shape is the shading geometry. 如申請專利範圍第1項所述可重建幾何陰影圖的方法,其中該些幾何形包括三角形。 A method of reconstructing a geometric shadow map as described in claim 1 wherein the geometric shapes comprise triangles. 如申請專利範圍第1項所述可重建幾何陰影圖的方法,其中該些幾何資訊包括該些幾何形之頂點座標或幾何索引。 The method of reconstructing a geometric shadow map as described in claim 1, wherein the geometric information includes vertex coordinates or geometric indexes of the geometric shapes. 如申請專利範圍第1項所述可重建幾何陰影圖的方法,其中重建該遮光點之深度值包括:計算等式,以求取該遮光點的深度值T.zThe method for reconstructing a geometric shadow map as described in claim 1, wherein reconstructing the depth value of the shading point comprises: calculating an equation In order to obtain the depth value Tz of the shading point. 如申請專利範圍第1項所述可重建幾何陰影圖的方法,其中重建該遮光點之深度值包括:計算等式 ,以求取該遮光點的深度值T.zThe method for reconstructing a geometric shadow map as described in claim 1, wherein reconstructing the depth value of the shading point comprises: calculating an equation In order to obtain the depth value Tz of the shading point. 如申請專利範圍第1項所述可重建幾何陰影圖的方法,其中重建該遮光點之深度值包括:計算等式 ,以求取該遮光點的深度值T.zThe method for reconstructing a geometric shadow map as described in claim 1, wherein reconstructing the depth value of the shading point comprises: calculating an equation In order to obtain the depth value Tz of the shading point. 如申請專利範圍第1項所述可重建幾何陰影圖的方法,其中該遮光幾何形具有該遮光點;以光源為觀察點,該測試像素與該遮光點重疊。 The method of reconstructing a geometric shadow map as described in claim 1, wherein the shading geometry has the shading point; and the light source is an observation point, the test pixel overlaps the shading point. 如申請專利範圍第1項所述可重建幾何陰影圖的方法,其中重建該遮光點之深度值需要利用該遮光幾何形之幾何資訊以及該測試像素之位置資訊。 The method for reconstructing a geometric shadow map as described in claim 1, wherein reconstructing the depth value of the shading point requires utilizing geometric information of the shading geometry and position information of the test pixel. 如申請專利範圍第1項所述可重建幾何陰影圖的方法,其中執行該測試像素的陰影判斷,是通過比較該遮光點之深度值與該測試像素之深度值。 The method for reconstructing a geometric shadow map as described in claim 1, wherein performing the shadow determination of the test pixel is by comparing a depth value of the light-shielding point with a depth value of the test pixel.
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