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Conference Papers Year : 2005

ZP+: correct Z-pass stencil shadows


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.
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Dates and versions

inria-00510159 , version 1 (13-10-2010)


  • HAL Id : inria-00510159 , version 1


Samuel Hornus, Jared Hoberock, Sylvain Lefebvre, John C. Hart. ZP+: correct Z-pass stencil shadows. Symposium on Interactive 3D Graphics and Games, ACM, 2005, Washington, United States. ⟨inria-00510159⟩
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