Set operations on polyhedra using binary space partitioning trees
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Near real-time shadow generation using BSP trees
SIGGRAPH '89 Proceedings of the 16th annual conference on Computer graphics and interactive techniques
Computer graphics: principles and practice (2nd ed.)
Computer graphics: principles and practice (2nd ed.)
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Shadow algorithms for computer graphics
SIGGRAPH '77 Proceedings of the 4th annual conference on Computer graphics and interactive techniques
IEEE Computer Graphics and Applications
Casting curved shadows on curved surfaces
SIGGRAPH '78 Proceedings of the 5th annual conference on Computer graphics and interactive techniques
SIGGRAPH '78 Proceedings of the 5th annual conference on Computer graphics and interactive techniques
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A technique to improve the performance of the shadow-volume method is presented. This technique does not require (1) extensive edge/edge intersection tests and intersection angle computation in shadow polygon construction, or (2) any ray/shadow-polygon intersection tests during scan-conversion.The first task is achieved by constructing ridge edge (RE) loops, an inexact form of silhouette, instead of the silhouette. The RE loops give us the shadow volume without anyexpensive computation.The second task is achieved by discretizing the shadow volume into angular spans. The angular spans, which correspond to scan lines, are stored in a lookup table. This lookup table enables us to mark the pixels that are in shadow directly, without the need of performing anyray/shadow-polygon intersection tests.In addition, the shadow on an object is determined on a line-by-line basis instead of a pixel-by-pixel basis. The new technique is efficient enough to achieve real time performance,without any special hardware, while being scalable with scene size.