English
 
Help Privacy Policy Disclaimer
  Advanced SearchBrowse

Item

ITEM ACTIONSEXPORT

Released

Journal Article

Shadow Volumes on Programmable Graphics Hardware

MPS-Authors
/persons/resource/persons44168

Brabec,  Stefan
Computer Graphics, MPI for Informatics, Max Planck Society;

/persons/resource/persons45449

Seidel,  Hans-Peter       
Computer Graphics, MPI for Informatics, Max Planck Society;

External Resource
No external resources are shared
Fulltext (restricted access)
There are currently no full texts shared for your IP range.
Fulltext (public)
There are no public fulltexts stored in PuRe
Supplementary Material (public)
There is no public supplementary material available
Citation

Brabec, S., & Seidel, H.-P. (2003). Shadow Volumes on Programmable Graphics Hardware. Computer Graphics Forum, 22(3), 433-440. doi:10.1111/1467-8659.00691.


Cite as: https://hdl.handle.net/11858/00-001M-0000-000F-2E0E-4
Abstract
One of the best choices for fast, high quality shadows is the shadow
volume algorithm. However, for real time applications the extraction
of silhouette edges can significantly burden the CPU, especially
with highly tessellated input geometry or when complex geometry
shaders are applied.

In this paper we show how this last, expensive part of the shadow
volume method can be implemented on programmable graphics hardware.
This way, the originally hybrid shadow volumes algorithm can now be
reformulated as a purely hardware-accelerated approach.

The benefits of this implementation is not only the increase in speed.
Firstly, all computations now run on the same hardware
resulting in consistent precision within all steps of the
algorithm. Secondly, programmable vertex transformations
are no longer problematic when applied to shadow casting objects.