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    A Hybrid GPU Rendering Pipeline for Alias-Free Hard Shadows

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    Date
    2009
    Author
    Hertel, Stefan
    Hormann, Kai
    Westermann, Rüdiger
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    Abstract
    We present a new GPU pipeline for rendering per-pixel exact shadows that are cast by point lights and parallel lights. Our approach is hybrid in that it uses kD-tree accelerated ray-tracing to determine shadow-ray intersections, and rasterization to effectively reduce both the number of shadow rays to be traversed and the number of sub-spaces to be considered along each of these rays. To achieve this we introduce conservative shadow maps, which store a conservative estimate of the first intersection with the scene for each possible shadow ray. A novel approach to build such a map is presented, which uses rasterization to compute for every shadow-map pixel the triangles intersecting this pixel. By exploiting the rasterization capacities of recent GPUs in combination with accurate ray-triangle intersection tests, we are able to efficiently compute alias-free shadows in high-resolution and spatially extended scenes where classical shadow mapping techniques have severe difficulties.
    BibTeX
    @inproceedings {ega.20091009,
    booktitle = {Eurographics 2009 - Areas Papers},
    editor = {D. Ebert and J. Krüger},
    title = {{A Hybrid GPU Rendering Pipeline for Alias-Free Hard Shadows}},
    author = {Hertel, Stefan and Hormann, Kai and Westermann, Rüdiger},
    year = {2009},
    publisher = {The Eurographics Association},
    DOI = {10.2312/ega.20091009}
    }
    URI
    http://dx.doi.org/10.2312/ega.20091009
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