In order to evaluate the scene, a maximum distance dmax is defined, with which other distances can be compared. The distance dmax can be specified by a user for example, in order to limit the range of penumbra generated.
Alternatively, this value can be automatically defined as the largest difference between the first and second depth buffer
values (corresponding to the maximum distance between a shadow caster and the corresponding shadow receiver).
A first distance d0 is computed between an intersection point p01 in the plane of the triangle T0 and an intersection
point p11 in the plane of the polygon P. This distance is relatively close to dmax, and the shadow produced will, as a
consequence, be very light. The distance computed is the difference between the depth of p11 stored in the secondary
depth buffer and the depth of p01 stored in the primary depth buffer. The depth of the polygon is treated as the depth
of triangles: they are all objects.
In order to evaluate the scene, a maximum distance dmax is defined, with which other distances can be compared. The distance dmax can be specified by a user for example, in order to limit the range of penumbra generated.
Alternatively, this value can be automatically defined as the largest difference between the first and second depth buffer
values (corresponding to the maximum distance between a shadow caster and the corresponding shadow receiver).
A first distance d0 is computed between an intersection point p01 in the plane of the triangle T0 and an intersection
point p11 in the plane of the polygon P. This distance is relatively close to dmax, and the shadow produced will, as a
consequence, be very light. The distance computed is the difference between the depth of p11 stored in the secondary
depth buffer and the depth of p01 stored in the primary depth buffer. The depth of the polygon is treated as the depth
of triangles: they are all objects.
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