Journal of System Simulation
Abstract
Abstract: A hard shadow anti-aliasing rendering algorithm with sub-pixel accuracywas proposed. The method focused on addressing aliasing artifacts of the shadow map due to the sample density mismatching between light space and camera space. The method extracted geometric primitives from the scene's front view from a light source and storedscene visible triangles with fixed-size and local approximation using conservative rasterization; An algorithm was proposed to detect the covered plurality primitives in one texel based on the texel's vertices, and reconstruct testing depth of shadow ray precisely. The experiment results showed that covered primitives' detection algorithm was able toidentify more than 90% triangles implicated in one texel. This method reduced jagged shadows effectively compared with standard shadow mapping.
Recommended Citation
Hua, Li; Yang, Huamin; Cheng, Han; and Zhao, Jianping
(2020)
"CoverageDetecting Algorithm Based on Sub-Pixel GeometricPrimitives,"
Journal of System Simulation: Vol. 29:
Iss.
11, Article 18.
DOI: 10.16182/j.issn1004731x.joss.201711018
Available at:
https://dc-china-simulation.researchcommons.org/journal/vol29/iss11/18
First Page
2723
DOI Link
https://doi.org/10.16182/j.issn1004731x.joss.201711018
Last Page
2731
CLC
TP391.1
Recommended Citation
Li Hua, Yang Huamin, Han Cheng, Zhao Jianping. CoverageDetecting Algorithm Based on Sub-Pixel GeometricPrimitives[J]. Journal of System Simulation, 2017, 29(11): 2723-2731.
DOI
10.16182/j.issn1004731x.joss.201711018
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