Abstract

In order to solve the problem of reality and real-time performance in the shadow generation of large-scale scene,the view frustum was divided into different depth ranges by using split planes parallel to the view plane,with combining uniform split scheme and logarithmic split scheme;then the paper proposed to generate multiple smaller shadow maps for these split parts;at last the scene was rendered with multiple shadow maps with smaller sizes instead of a large size one.This algorithm can produce real-time shadowing effects with less texture memory,but significant improvement of shadow qualities,especially for the dynamic and large-scale virtual environments.The algorithm was implemented in VS2005 and OpenSceneGraph,and it can satisfy the requirement of quality and real-time performance.

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