ACM SIGGRAPH 2004 Sketches on - SIGGRAPH '04 2004
DOI: 10.1145/1186223.1186406
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CC shadow volumes

Abstract: Figure 1. Fill reduction using CC shadow volumes: On the left, standard shadow volumes are rendered in transparent yellow. The middle image shows CC shadow volumes. The final rendered scene is shown on the right. In this environment, CC shadow volumes reduced the fill requirements by up to 7 times over standard shadow volumes.

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Cited by 24 publications
(20 citation statements)
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“…Litmaps introduced in [12], or CC Shadow volumes [22] could serve that purpose. It is possible to create per object representations, following [34].…”
Section: Discussionmentioning
confidence: 99%
“…Litmaps introduced in [12], or CC Shadow volumes [22] could serve that purpose. It is possible to create per object representations, following [34].…”
Section: Discussionmentioning
confidence: 99%
“…In our algorithm, on the other hand, the creation of the depth map itself is accelerated, which is a significant benefit for many large scenes. Lloyd et al [2004] later extended shadow caster culling by shadow volume clamping, which significantly reduced the fillrate when rendering shadow volumes. Their paper additionally describes a method for narrowing the stencil mask to shadow receiver fragments that are detected to lie in shadow.…”
Section: Related Workmentioning
confidence: 99%
“…Décoret [2005] proposed a different method for shadow volume clamping as one of the applications for N-buffers. Unlike Lloyd et al [2004] Décoret enhances the stencil mask by detecting receiver fragments which are visible from the camera. The methods for shadow volume culling and clamping have been extended by techniques allowing for more efficient GPU implementations [Eisemann and Décoret 2006;Engelhardt and Dachsbacher 2009].…”
Section: Related Workmentioning
confidence: 99%
“…We reduce ray marching costs using analytic fog contributions [19] along illuminated ray segments, limiting the number of steps by only marching between front and back shadow polygons. Conceptually, this is similar to surface shadowing techniques that restrict work to necessary regions by culling [13] and stenciling [1,4]. We also propose computing scattering at low resolution, allowing us to extend our work to scenes with textured spotlights for a modest cost increase.…”
Section: Introductionmentioning
confidence: 96%