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Shadow volume : ウィキペディア英語版
Shadow volume

Shadow volume is a technique used in 3D computer graphics to add shadows to a rendered scene. They were first proposed by Frank Crow in 1977〔Crow, Franklin C: "Shadow Algorithms for Computer Graphics", ''Computer Graphics (SIGGRAPH '77 Proceedings)'', vol. 11, no. 2, 242-248.〕 as the geometry describing the 3D shape of the region occluded from a light source. A shadow volume divides the virtual world in two: areas that are in shadow and areas that are not.
The stencil buffer implementation of shadow volumes is generally considered among the most practical general purpose real-time shadowing techniques for use on modern 3D graphics hardware. It has been popularised by the video game ''Doom 3'', and a particular variation of the technique used in this game has become known as Carmack's Reverse (see ''depth fail'' below).
Shadow volumes have become a popular tool for real-time shadowing, alongside the more venerable shadow mapping. The main advantage of shadow volumes is that they are accurate to the pixel (though many implementations have a minor self-shadowing problem along the silhouette edge, see ''construction'' below), whereas the accuracy of a shadow map depends on the texture memory allotted to it as well as the angle at which the shadows are cast (at some angles, the accuracy of a shadow map unavoidably suffers). However, the shadow volume technique requires the creation of shadow geometry, which can be CPU intensive (depending on the implementation). The advantage of shadow mapping is that it is often faster, because shadow volume polygons are often very large in terms of screen space and require a lot of fill time (especially for convex objects), whereas shadow maps do not have this limitation.
== Construction ==

In order to construct a shadow volume, project a ray from the light source through each vertex in the shadow casting object to some point (generally at infinity). These projections will together form a volume; any point inside that volume is in shadow, everything outside is lit by the light.
For a polygonal model, the volume is usually formed by classifying each face in the model as either facing toward the light source or facing away from the light source. The set of all edges that connect a toward-face to an away-face form the ''silhouette'' with respect to the light source. The edges forming the silhouette are extruded away from the light to construct the faces of the shadow volume. This volume must extend over the range of the entire visible scene; often the dimensions of the shadow volume are extended to infinity to accomplish this (see ''optimization'' below.) To form a closed volume, the front and back end of this extrusion must be covered. These coverings are called "caps". Depending on the method used for the shadow volume, the front end may be covered by the object itself, and the rear end may sometimes be omitted (see ''depth pass'' below).
There is also a problem with the shadow where the faces along the silhouette edge are relatively shallow. In this case, the shadow an object casts on itself will be sharp, revealing its polygonal facets, whereas the usual lighting model will have a gradual change in the lighting along the facet. This leaves a rough shadow artifact near the silhouette edge which is difficult to correct. Increasing the polygonal density will minimize the problem, but not eliminate it. If the front of the shadow volume is capped, the entire shadow volume may be offset slightly away from the light to remove any shadow self-intersections within the offset distance of the silhouette edge (this solution is more commonly used in shadow mapping).
The basic steps for forming a shadow volume are:
# Find all silhouette edges (edges which separate front-facing faces from back-facing faces)
# Extend all silhouette edges in the direction away from the light-source
# Add a ''front-cap'' and/or ''back-cap'' to each surface to form a closed volume (may not be necessary, depending on the implementation used)

抄文引用元・出典: フリー百科事典『 ウィキペディア(Wikipedia)
ウィキペディアで「Shadow volume」の詳細全文を読む



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