inria-00510159, version 1
ZP+: correct Z-pass stencil shadows
Samuel Hornus
1Jared Hoberock 2Sylvain Lefebvre
3John 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.
- 1: ARTIS (IMAG-INRIA Rhône-Alpes / GRAVIR)
- CNRS : FR71 – CNRS : UMR5527 – INRIA – Université Joseph Fourier - Grenoble I – Institut National Polytechnique de Grenoble (INPG)
- 2: University of Illinois at Urbana Champaign (UIUC)
- University of Illinois at Urbana Champaign
- 3: EVASION (IMAG-INRIA Rhône-Alpes / GRAVIR)
- CNRS : FR71 – CNRS : UMR5527 – INRIA – Institut National Polytechnique de Grenoble (INPG) – Université Joseph Fourier - Grenoble I
- Domain : Computer Science/Computer Graphics and Virtual Reality
- Keywords : stencil shadows – shadow volume – real-time rendering – graphics hardware
- inria-00510159, version 1
- http://hal.inria.fr/inria-00510159
- oai:hal.inria.fr:inria-00510159
- From: Team Evasion
- Submitted for:
- Submitted on: Wednesday, 13 October 2010 15:35:53
- Updated on: Thursday, 14 October 2010 08:58:16









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