Title
ZP+: correct Z-pass stencil shadows
Abstract
We present a novel algorithm for the rendering of hard shadows cast by a point light source. The well-known Z-pass method for rasterizing shadow volumes is not always correct. Our algorithm, which we call ZP+, elegantly corrects Z-pass defects. ZP+ takes advantage of triangle strips and the fast culling capabilities of graphics hardware not available to conventional robust methods like Z-fail. While Z-fail can be up to 80% slower than Z-pass, our new method ZP+ is typically less than 10% slower than Z-pass. Finally, we compare the three methods. When a scene is geometry-bound, ZP+ is always faster than Z-fail. We also explain why, in some situations, Z-pass (hence ZP+) is surprisingly slower than Z-fail on more recent graphics hardware.
Year
DOI
Venue
2005
10.1145/1053427.1053459
interactive 3d graphics and games
Keywords
DocType
ISBN
stencil shadow,correct z-pass,recent graphics hardware,hard shadow,fast culling capability,well-known z-pass method,new method,z-pass defect,novel algorithm,graphics hardware,conventional robust method,point light source,real time rendering,shadow volume
Conference
1-59593-013-2
Citations 
PageRank 
References 
3
0.48
11
Authors
4
Name
Order
Citations
PageRank
Samuel Hornus116612.52
Jared Hoberock236316.57
Sylvain Lefebvre3107462.54
John C Hart4282.15