Shadow volume reconstruction from depth maps
ACM Transactions on Graphics (TOG)
I3D '01 Proceedings of the 2001 symposium on Interactive 3D graphics
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SIGGRAPH '77 Proceedings of the 4th annual conference on Computer graphics and interactive techniques
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SIGGRAPH '78 Proceedings of the 5th annual conference on Computer graphics and interactive techniques
An optimized soft shadow volume algorithm with real-time performance
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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
Delay streams for graphics hardware
ACM SIGGRAPH 2003 Papers
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ACM SIGGRAPH 2003 Papers
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
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
ACM SIGGRAPH ASIA 2009 Courses
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An efficient hybrid shadow rendering algorithm
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
ICEC'07 Proceedings of the 6th international conference on Entertainment Computing
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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The shadow volume algorithm is a popular technique for real-time shadow generation using graphics hardware. Its major disadvantage is that it is inherently fillrate-limited, as the performance is inversely proportional to the area of the projected shadow volumes. We present a new algorithm that reduces the shadow volume rasterization work significantly. With our algorithm, the amount of per-pixel processing becomes proportional to the screen-space length of the visible shadow boundary instead of the projected area. The first stage of the algorithm finds 8 x 8 pixel tiles, whose 3D bounding boxes are either completely inside or outside the shadow volume. After that, the second stage performs per-pixel computations only for the potential shadow boundary tiles. We outline a two-pass implementation, and also describe an efficient single-pass hardware architecture, in which the two stages are separated using a delay stream. The only modification required in applications is a new pair of calls for marking the beginning and end of a shadow volume. In our test scenes, the algorithm processes up to 11.5 times fewer pixels compared to current state-of-the-art methods, while reducing the external video memory bandwidth by a factor of up to 17.1.