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阴影图
阴影贴图
This is the basic principle used to create a shadow map.
这就是生成阴影图的最基本的原理。
These bottlenecks are caused by too many draw calls, state changes, and shadow map rendering in the render thread.
以上瓶颈是由于渲染线程中存在太多的绘制调用、状态变换和阴影图渲染所造成。
Cascaded shadows work by dividing viewing area into progressively larger portions and using the same size shadow map on each.
级联阴影通过分割可视区域逐步部分变大,并使用相同的大小,在每个阴影贴图。
For the most part, the scenario presented below is typical for Shadow Quality: Low disables almost all of the setting's shadows; Medium adds the bulk of the shadows back; High increases shadow map resolution and quality, which improves existing shadows and adds new ones; and Ultra improves things further still.
The second step is to draw the scene from the usual camera viewpoint, applying the shadow map.
第二步就是使用阴影图按照普通的透视投影绘制场景。
In many implementations it is practical to render only a subset of the objects in the scene to the shadow map in order to save some of the time it takes to redraw the map.
在许多实现方法中为了节省重绘深度图所花费的时间,可以只对场景中的一部分物体进行渲染来生成阴影图。
Also, care needs to be taken when selecting the type of texture map storage to be used by the hardware: if interpolation cannot be done, the shadow will appear to have a sharp jagged edge (an effect that can be reduced with greater shadow map resolution).
This essentially means that every time a new partial shadow caster (light occluder) is added to the shadow map, the algorithm performs an optimal lossy compression of the transmittance curve - for each texel individually.
To fix this, a technique named "Parallel Split Shadow Maps" (or PSSM) is used. This splits the view frustum in 2 or 4 areas. Each area gets its own shadow map. This allows small areas close to the viewer to have the same shadow resolution as a huge, far-away area.
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