Abstract | ||
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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 |
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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 Hornus | 1 | 166 | 12.52 |
Jared Hoberock | 2 | 363 | 16.57 |
Sylvain Lefebvre | 3 | 1074 | 62.54 |
John C Hart | 4 | 28 | 2.15 |