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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.

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