Home Forums Games202-高质量实时渲染 作业1,PCSS 结果噪点很多,请教一下原因

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      wuzhou
      Participant

      block search 的实现:
      `
      float findBlocker( sampler2D shadowMap, vec2 uv, float zReceiver ) {
      float searchWidth = LIGHT_UV_SIZE * (zReceiver – NEAR_PLANE) / zReceiver;
      float blockSum = 0.0;
      float blockNum = 0.0;
      poissonDiskSamples(uv);
      for (int i = 0; i < NUM_SAMPLES; i++)
      {
      float closestDepth = unpack(texture2D(shadowMap, uv + poissonDisk[i] * searchWidth));
      if(zReceiver > closestDepth)
      {
      blockSum += closestDepth;
      blockNum += 1.0;
      }
      }
      return blockSum / blockNum;
      }

      光照宽度的定义和NearPlane的定义:

      #define LIGHT_UV_SIZE 0.1
      #define NEAR_PLANE 0.001

      NearPlane 我是定义在 [0 , 1] 这个区间的,而且 NearPlane 的定义与光照投影矩阵的设置是否有关?
      这是光照正交投影的设置:

      mat4.ortho(projectionMatrix, -100, 100, -100, 100, -100, 1000);

      PCSS 的实现

      float PCSS(sampler2D shadowMap, vec4 coords){
      vec3 projCoords = coords.xyz / coords.w;
      projCoords = projCoords * 0.5 + 0.5;

      // STEP 1: avgblocker depth
      float avgBlockerDepth = findBlocker(shadowMap, projCoords.xy, projCoords.z);

      // STEP 2: penumbra size
      float filterSize = LIGHT_UV_SIZE * (projCoords.z – avgBlockerDepth) / avgBlockerDepth;

      // STEP 3: filtering
      float visibility = PCF(shadowMap, coords, filterSize);

      return visibility;
      }

      • This topic was modified 3 years ago by wuzhou.
      • This topic was modified 3 years ago by wuzhou.
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