Author/Authors :
StefanBrabec ، نويسنده , , Hans-PeterSeidel، نويسنده ,
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.