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。
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。
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”。
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。
On top of the world map, I would like to place simple red cubes (also casting shadows) instead of the markers in the above example.
上面的世界地图,我想简单的红色方块(也铸造阴影)而不是标记在上面的例子中。
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。
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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