Shadow algorithms for computer graphics
SIGGRAPH '77 Proceedings of the 4th annual conference on Computer graphics and interactive techniques
Approximate soft shadows on arbitrary surfaces using penumbra wedges
EGRW '02 Proceedings of the 13th Eurographics workshop on Rendering
An optimized soft shadow volume algorithm with real-time performance
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
A geometry-based soft shadow volume algorithm using graphics hardware
ACM SIGGRAPH 2003 Papers
Occlusion culling and z-fail for soft shadow volume algorithms
The Visual Computer: International Journal of Computer Graphics
ACM SIGGRAPH 2006 Papers
Task optimization based on CPU pipeline technique in a multicore system
Computers & Mathematics with Applications
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In this paper we present methods for reducing the CPU burden associated with the original implementation of the hardware-accelerated soft shadow volumes algorithm. We propose and implement two hardware-accelerated wedge construction methods: using the programmable vertex and fragment pipelines. New algorithms reducing the number of draw calls needed to render the shadow region (to three, two or even one) are also described. Tests performed using the current consumer level hardware show that our algorithms are no longer CPU-bound, and therefore can be over 2 times faster than the original algorithm.