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Shadow volume reconstruction from depth maps
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Source ACM Transactions on Graphics (TOG) archive
Volume 19 ,  Issue 1  (January 2000) table of contents
Pages: 1 - 26  
Year of Publication: 2000
ISSN:0730-0301
Author
Michael D. McCool  Univ. of Waterloo, Waterloo, Ontario, Canada
Publisher
ACM  New York, NY, USA
Bibliometrics
Downloads (6 Weeks): 24,   Downloads (12 Months): 113,   Citation Count: 12
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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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CITED BY  12