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GPU-based Morphing Terrain Real-time Shadow.pdf
GPU-based Morphing Terrain Real-time ShadowAlgorithmWang Xiaojun,Zhai Haitao, Xia Jie, Cui ZhimingJiangsu Key Laboratory of Computer Information Processing Technology Soochow UniversitySuzhou, 215006, Chinamoon_fiend@163.comAbstract—In the large-scale terrain scene rendering,because of the complexity of the shadow algorithm, thealgorithm of the real-time shadow have not been able toachieve satisfactory rate. In this situation, this paperproposed a GPU-based real-time shadow algorithm. It canbe used for generating real-time shadow effect in morphingterrain rendering. First of all, this method pre-processesterrain data. It takes full advantage of modern graphicshardware to achieve a pixel-level calculation of the shadowin each frame. Experimental results show that thealgorithm can meet the requirement of real-time shadowrendering in morphing terrain.Index Terms—shadow of the real-time, shadow map,morphing terrainI. INTRODUCTIONIn three-dimensional scene, the feature of terrain datarelative to other is large amount. So rendering terraindata need to spend more CPU time [1]. If add the shadoweffect, because of the complexity of the shadowalgorithm, real-time shadow algorithm is almostimpossible access to a wide range of applications inlarge-scale terrain rendering. Because the terrain aregenerally static, so in most cases it can use the staticshadow techniques, namely pre-initialization procedureto calculate the shadow map, then directly use theshadow maps and texture blending for shadow whenrendering. But the static shadow has a lot of inherentdisadvantage. The most obvious is that when the locationand light direction changes, they are unable to reflect the
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