Practical and Robust Stenciled Shadow Volumes for Hardware-Accelerated Rendering
Cass Everitt, Mark J. Kilgard

TL;DR
This paper presents a robust, artifact-free method for hardware-accelerated shadow volume rendering that effectively handles near and far plane clipping issues, making it practical for real-time 3D applications.
Contribution
It introduces a novel combination of techniques including infinite shadow volume polygons, zfail stencil testing, and depth clamping to improve robustness and efficiency.
Findings
Robust handling of near and far plane clipping in shadow volumes
Implementation of depth clamping to preserve depth precision
Enhanced efficiency with two-sided stencil testing
Abstract
Twenty-five years ago, Crow published the shadow volume approach for determining shadowed regions in a scene. A decade ago, Heidmann described a hardware-accelerated stencil buffer-based shadow volume algorithm. Unfortunately hardware-accelerated stenciled shadow volume techniques have not been widely adopted by 3D games and applications due in large part to the lack of robustness of described techniques. This situation persists despite widely available hardware support. Specifically what has been lacking is a technique that robustly handles various "hard" situations created by near or far plane clipping of shadow volumes. We describe a robust, artifact-free technique for hardware-accelerated rendering of stenciled shadow volumes. Assuming existing hardware, we resolve the issues otherwise caused by shadow volume near and far plane clipping through a combination of (1) placing the…
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Taxonomy
TopicsComputer Graphics and Visualization Techniques · Advanced Vision and Imaging · Remote Sensing and LiDAR Applications
