dc.contributor.author | Laine, Samuli | en_US |
dc.contributor.editor | Michael Meissner and Bengt-Olaf Schneider | en_US |
dc.date.accessioned | 2013-10-28T10:03:36Z | |
dc.date.available | 2013-10-28T10:03:36Z | |
dc.date.issued | 2005 | en_US |
dc.identifier.isbn | 1-59593-086-8 | en_US |
dc.identifier.issn | 1727-3471 | en_US |
dc.identifier.uri | http://dx.doi.org/10.2312/EGGH/EGGH05/023-033 | en_US |
dc.description.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. | en_US |
dc.publisher | The Eurographics Association | en_US |
dc.subject | Categories and Subject Descriptors (according to ACM CCS): I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism Shadowing; I.3.1 [Computer Graphics]: Hardware Architecture Graphics processors | en_US |
dc.title | Split-Plane Shadow Volumes | en_US |
dc.description.seriesinformation | Graphics Hardware | en_US |