A Hierarchical Shadow Volume Algorithm
Author
Summary, in English
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 screenspace
length of the visible shadow boundary instead of the projected area. The first stage of the algorithm finds
8×8 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 twopass 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.
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 screenspace
length of the visible shadow boundary instead of the projected area. The first stage of the algorithm finds
8×8 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 twopass 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.
Department/s
Publishing year
2004
Language
English
Pages
15-23
Publication/Series
Graphics Hardware
Links
Document type
Conference paper
Publisher
Eurographics - European Association for Computer Graphics
Topic
- Computer Sciences
Status
Published
ISBN/ISSN/Other
- ISBN: 3905673150