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ABSTRACT
Current graphics hardware can be used to generate shadows using either the shadow volume or shadow map techniques. However, the shadow volume technique requires access to a representation of the scence as a polygonal model, and handling the near plane clip correctly and efficiently is difficult; conversely, accurate shadow maps require high-precision texture map data representations, but these are not widely supported.
We present a hybird of the shadow map and shadow volume approaches which does not have these difficulties and leverages high-performance polygon rendering. The scene is rendered from the point of view of the light source and a sampled depth map is recovered. Edge detection and a template-based reconstruction technique are used to generate a global shadow volume boundary surface, after which the pixels in shadow can be marked using only a one-bit stencil buffer and a single-pass rendering of the shadow volume boundary polygons. The simple form of our template-based reconstruction scheme simplifies capping the shadow volume after the near plane clip.
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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