A Hierarchical Shadow Volume Algorithm

dc.contributor.authorAila, Timoen_US
dc.contributor.authorAkenine-Möller, Tomasen_US
dc.contributor.editorTomas Akenine-Moeller and Michael McCoolen_US
dc.date.accessioned2013-10-28T10:02:15Z
dc.date.available2013-10-28T10:02:15Z
dc.date.issued2004en_US
dc.description.abstractThe 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.en_US
dc.description.seriesinformationGraphics Hardwareen_US
dc.identifier.isbn3-905673-15-0en_US
dc.identifier.issn1727-3471en_US
dc.identifier.urihttps://doi.org/10.2312/EGGH/EGGH04/015-024en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectI.3.7 [Computer Graphics]en_US
dc.subjectThree Dimensional Graphics and Realism Shadowingen_US
dc.subjectI.3.1 [Computer Graphics]en_US
dc.subjectHardware Architecture Graphics Processorsen_US
dc.titleA Hierarchical Shadow Volume Algorithmen_US
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