Shadow Volumes on Programmable Graphics Hardware
Stefan Brabec,
Using programmable vertex and fragment units available on recent
graphics cards, it is now possible to generate silhouette information,
needed for the generation of shadow volumes, on the graphics card.
This not only saves valuable CPU resources, but also allows
the shadow volume method to be used in conjunction with programmable
vertex transformations, so called vertex shaders.
The picture shows three spheres deformed by a procedural noise shader and
illuminated by three point lights, for which shadow volumes have been
generated.
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