ZP+: correct Z-pass stencil shadows
Résumé
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.
Fichier principal
hhlh-zp-plus.pdf (1.09 Mo)
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0-pregnant.jpg (23.17 Ko)
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ZPP.avi (17.27 Mo)
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mannequin.jpg (38.52 Ko)
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torus.jpg (54.92 Ko)
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Origine | Fichiers produits par l'(les) auteur(s) |
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Format | Figure, Image |
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Format | Autre |
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Format | Figure, Image |
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Format | Figure, Image |
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