Split-Plane Shadow Volumes
Abstract
We present a novel method for rendering shadow volumes. The core idea of the method is to locally choose between Z-pass and Z-fail algorithms on a per-tile basis. The choice is made by comparing the contents of the low-resolution depth buffer against an automatically constructed split plane.We show that this reduces the number of stencil updates substantially without affecting the resulting shadows. We outline a simple and efficient hardware implementation that enables the early tile culling stages to reject considerably more pixels than with shadow volume optimizations currently available in the hardware.
BibTeX
@inproceedings {10.2312:EGGH:EGGH05:023-033,
booktitle = {Graphics Hardware},
editor = {Michael Meissner and Bengt-Olaf Schneider},
title = {{Split-Plane Shadow Volumes}},
author = {Laine, Samuli},
year = {2005},
publisher = {The Eurographics Association},
ISSN = {1727-3471},
ISBN = {1-59593-086-8},
DOI = {10.2312/EGGH/EGGH05/023-033}
}
booktitle = {Graphics Hardware},
editor = {Michael Meissner and Bengt-Olaf Schneider},
title = {{Split-Plane Shadow Volumes}},
author = {Laine, Samuli},
year = {2005},
publisher = {The Eurographics Association},
ISSN = {1727-3471},
ISBN = {1-59593-086-8},
DOI = {10.2312/EGGH/EGGH05/023-033}
}