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inria-00510159, version 1

ZP+: correct Z-pass stencil shadows

Samuel Hornus (Author to contact preferably) 1, Jared Hoberock 2, Sylvain Lefebvre (Author to contact preferably) 3, John C. Hart 2

Symposium on Interactive 3D Graphics and Games (2005)

Abstract: We present a novel algorithm for the rendering of hard shadows cast by a point light source. The well-known Z-pass method for rasterizing shadow volumes is not always correct. Our algorithm, which we call ZP+, elegantly corrects Z-pass defects. ZP+ takes advantage of triangle strips and fast culling capabilities of graphics hardware not available to conventional robust methods like Z-fail. While Z-fail can be up to 80% slower than Z-pass, our new method ZP+ is typically less than 10% slower than Z-pass. Finally, we give a comparison of the three methods. When a scene is geometry-bound, ZP+ is always faster than Z-fail. We also explain why, in some situations, Z-pass (hence ZP+) is surprisingly slower than Z-fail on more recent graphics hardware.

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  • Domain : Computer Science/Computer Graphics and Virtual Reality
  • Keywords : stencil shadows – shadow volume – real-time rendering – graphics hardware
 
  • inria-00510159, version 1
  • oai:hal.inria.fr:inria-00510159
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  • Submitted on: Wednesday, 13 October 2010 15:35:53
  • Updated on: Thursday, 14 October 2010 08:58:16
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