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dc.contributor.authorLaine, Samulien_US
dc.contributor.editorMichael Meissner and Bengt-Olaf Schneideren_US
dc.date.accessioned2013-10-28T10:03:36Z
dc.date.available2013-10-28T10:03:36Z
dc.date.issued2005en_US
dc.identifier.isbn1-59593-086-8en_US
dc.identifier.issn1727-3471en_US
dc.identifier.urihttp://dx.doi.org/10.2312/EGGH/EGGH05/023-033en_US
dc.description.abstractWe 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.publisherThe Eurographics Associationen_US
dc.subjectCategories 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 processorsen_US
dc.titleSplit-Plane Shadow Volumesen_US
dc.description.seriesinformationGraphics Hardwareen_US


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