• 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。

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  • Surface omni - as this source illuminates the surface we put a usual shadow map in Shadows bookmark, so as the shadow from the bump on those planet areas where it will take place is not so sharp.

    表面泛光灯——作为星球表面的照明光源,我使用普通的阴影贴图,这样由行星凹凸不平的表面导致的阴影就不会那么锐利。

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  • This we solved by using an opacity map together with affect shadows, which brought along a massive amount of render time.

    为了达到这一效果,我们使用了透明贴图和“影响阴影”。

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  • Shadow Map and Ray Traced both look brilliant, while the Area Shadows looks like it could use some work.

    阴影贴图和光线追踪看起来都很不错,而区域阴影看上去能被用于另一些场景中。

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  • By combining shadow map, shadow volume and ray marching techniques, a new hybrid method is proposed for rendering of volumetric shadows under participating media.

    该算法将阴影图和阴影体算法相结合,先通过阴影图绘制出阴影的轮廓,再利用阴影体算法更新轮廓处象素的模板缓冲值。

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  • By combining shadow map, shadow volume and ray marching techniques, a new hybrid method is proposed for rendering of volumetric shadows under participating media.

    该算法将阴影图和阴影体算法相结合,先通过阴影图绘制出阴影的轮廓,再利用阴影体算法更新轮廓处象素的模板缓冲值。

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