| Publisher | Max-Planck-Institut für Informatik | ||
|---|---|---|---|
| Format | 2.3MB PDF, requires Acrobat Rdr 5 | Date added | 01 Apr 2003 |
| Topics | Graphics Components | ||
| Downloads | 25 | ||
One of the best choices for fast, high quality shadows is the shadow volume algorithm. However, for real time applications the extraction of silhouette edges can significantly burden the CPU, especially with highly tessellated input geometry or when complex geometry shaders are applied. This paper shows how this last, expensive part of the shadow volume method can be implemented on programmable graphics hardware.
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