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EGH
2003
Springer

An optimized soft shadow volume algorithm with real-time performance

13 years 10 months ago
An optimized soft shadow volume algorithm with real-time performance
In this paper, we present several optimizations to our previously presented soft shadow volume algorithm. Our optimizations include tighter wedges, heavily optimized pixel shader code for both rectangular and spherical light sources, a frame buffer blending technique to overcome the limitation of 8-bit frame buffers, and a simple culling algorithm. These together give real-time performance, and for simple models we get frame rates of over 150 fps. For more complex models 50 fps is normal. In addition to optimizations, two simple techniques for improving the visual quality are also presented. Categories and Subject Descriptors (according to ACM CCS): I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism—Color, Shading, Shadowing, and Texture
Ulf Assarsson, Michael Dougherty, Michael Mounier,
Added 06 Jul 2010
Updated 06 Jul 2010
Type Conference
Year 2003
Where EGH
Authors Ulf Assarsson, Michael Dougherty, Michael Mounier, Tomas Akenine-Möller
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