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ZP+: correct Z-pass stencil shadows
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Source Symposium on Interactive 3D Graphics archive
Proceedings of the 2005 symposium on Interactive 3D graphics and games table of contents
Washington, District of Columbia
SESSION: Scenes & shadows table of contents
Pages: 195 - 202  
Year of Publication: 2005
ISBN:1-59593-013-2
Authors
Samuel Hornus  ARTIS / INRIA
Jared Hoberock  UIUC
Sylvain Lefebvre  GRAVIR / IMAG-INRIA
John Hart  UIUC
Sponsor
SIGGRAPH: ACM Special Interest Group on Computer Graphics and Interactive Techniques
Publisher
ACM  New York, NY, USA
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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 the 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 compare 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.


REFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

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Collaborative Colleagues:
Samuel Hornus: colleagues
Jared Hoberock: colleagues
Sylvain Lefebvre: colleagues
John Hart: colleagues