Near real-time shadow generation using BSP trees
SIGGRAPH '89 Proceedings of the 16th annual conference on Computer graphics and interactive techniques
Shadow volume BSP trees for computation of shadows in dynamic scenes
I3D '95 Proceedings of the 1995 symposium on Interactive 3D graphics
I-COLLIDE: an interactive and exact collision detection system for large-scale environments
I3D '95 Proceedings of the 1995 symposium on Interactive 3D graphics
Pipeline rendering: interaction and realism through hardware-based multi-pass rendering
Pipeline rendering: interaction and realism through hardware-based multi-pass rendering
Fast spheres, shadows, textures, transparencies, and imgage enhancements in pixel-planes
SIGGRAPH '85 Proceedings of the 12th annual conference on Computer graphics and interactive techniques
Shadow volume reconstruction from depth maps
ACM Transactions on Graphics (TOG)
Shadow algorithms for computer graphics
SIGGRAPH '77 Proceedings of the 4th annual conference on Computer graphics and interactive techniques
Real-Time Shadow Generation Using BSP Trees and Stencil Buffers
SIBGRAPI '99 Proceedings of the XII Brazilian Symposium on Computer Graphics and Image Processing
Interactive shadow generation in complex environments
ACM SIGGRAPH 2003 Papers
A geometry-based soft shadow volume algorithm using graphics hardware
ACM SIGGRAPH 2003 Papers
ACM SIGGRAPH 2003 Papers
A hierarchical shadow volume algorithm
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
An efficient hybrid shadow rendering algorithm
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
ZP+: correct Z-pass stencil shadows
Proceedings of the 2005 symposium on Interactive 3D graphics and games
A hierarchical shadow volume algorithm
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
CAD and Graphics: A new approach for construction and rendering of dynamic light shaft
Computers and Graphics
Proceedings of the 2011 SIGGRAPH Asia Conference
ACM SIGGRAPH 2012 Courses
An efficient hybrid shadow rendering algorithm
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
FastV: from-point visibility culling on complex models
EGSR'09 Proceedings of the Twentieth Eurographics conference on Rendering
ACM SIGGRAPH 2013 Courses
Per-triangle shadow volumes using a view-sample cluster hierarchy
Proceedings of the 18th meeting of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
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We present a technique that uses culling and clamping (CC) for accelerating the performance of stencil-based shadow volume computation. Our algorithm reduces the fill requirements and rasterization cost of shadow volumes by reducing unnecessary rendering. A culling step removes shadow volumes that are themselves in shadow or do not contribute to thefinal image. Our novel clamping algorithms restrict shadow volumes to those regions actually containing shadow receivers. In this way, we avoid rasterizing shadow volumes over large regions of empty space. We utilize temporal coherence between successive frames to speed up clamping computations. Even with fairly coarse clamping we obtain substantial reduction in fill requirements and shadow rendering time in dynamic environments composed of up to a 100K triangles.