ZP+: correct Z-pass stencil shadows

  • Authors:
  • Samuel Hornus;Jared Hoberock;Sylvain Lefebvre;John Hart

  • Affiliations:
  • ARTIS / INRIA;UIUC;GRAVIR / IMAG-INRIA;UIUC

  • Venue:
  • Proceedings of the 2005 symposium on Interactive 3D graphics and games
  • Year:
  • 2005

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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.