An Optimized Soft Shadow Volume Algorithm with Real-Time Performance
Paper in proceedings, 2003

In this paper, we present several optimizations to our previously presented soft shadow volume algorithm. Our optimizations include tighter wedges, heavily optimized pixel shader code for both rectangular and spherical light sources, a frame buffer blending technique to overcome the limitation of 8-bit frame buffers, and a simple culling algorithm. These together give real-time performance, and for simple models we get frame rates of over 150 fps. For morecomplex models 50 fps is normal. In addition to optimizations, two simple techniques for improving the visual quality are also presented.


Ulf Assarsson

Chalmers, Department of Computer Engineering

M. Dougherty

M. Mounier

Tomas Akenine-Möller

Chalmers, Department of Computer Engineering

Proceedings of the SIGGRAPH/ Eurographics Workshop on Graphics Hardware, San Diego, 26-27 July 2003


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