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离散余弦变换 傅里叶变换
Eric Heitz (Unity Technologies) and Stephen Hill (Lucasfilm)
埃里克·海茨(Unity Technologies)和斯蒂芬·希尔(Lucasfilm)
Book chapter in GPU Zen
《 GPU Zen中的书》章节
![](https://3.bp.blogspot.com/-jYgS6QubmGc/WMV5_x-44RI/AAAAAAAAFOA/ZGhSoMbCTXIwPR_3q1eKYK4ofSc0G0d9ACK4B/s640/GPU-Zen-Cover.png)
抽象 (Abstract)
We recently introduced a new real-time area-light shading technique dedicated to lights with polygonal shapes. In this chapter, we extend this area-lighting framework to support linear (line-shaped) lights in addition to polygons. Linear lights are cheaper to shade than polygons and they provide a good approximation for thin emitting cylinders (fluorescent tubes, lightsabers, etc.).
最近,我们推出了一种新的实时区域灯光着色技术,该技术专门用于具有多边形形状的灯光 。 在本章中,我们扩展了该区域照明框架,以支持除多边形之外的线性(线形)光源。 线性灯的阴影比多边形的便宜,并且它们为薄发光圆柱体(荧光灯管,光剑等)提供了很好的近似值。
翻译自: https://blogs.unity3d.com/2017/04/17/linear-light-shading-with-linearly-transformed-cosines/
离散余弦变换 傅里叶变换