A hierarchical shadow volume algorithm

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A hierarchical shadow volume algorithm
The shadow volume algorithm is a popular technique for real-time shadow generation using graphics hardware. Its major disadvantage is that it is inherently fillrate-limited, as the performance is inversely proportional to the area of the projected shadow volumes. We present a new algorithm that reduces the shadow volume rasterization work significantly. With our algorithm, the amount of per-pixel processing becomes proportional to the screenspace length of the visible shadow boundary instead of the projected area. The first stage of the algorithm finds 8×8 pixel tiles, whose 3D bounding boxes are either completely inside or outside the shadow volume. After that, the second stage performs per-pixel computations only for the potential shadow boundary tiles. We outline a twopass implementation, and also describe an efficient single-pass hardware architecture, in which the two stages are separated using a delay stream. The only modification required in applications is a new pair of...
Timo Aila, Tomas Akenine-Möller
Added 01 Jul 2010
Updated 01 Jul 2010
Type Conference
Year 2004
Where EGH
Authors Timo Aila, Tomas Akenine-Möller
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