“Single-pass shadow volumes for arbitrary meshes” by McGuire

  • ©Morgan McGuire

  • ©Morgan McGuire




    Single-pass shadow volumes for arbitrary meshes



    We introduce a new method for rendering shadow volumes of arbitrary meshes as fast as those of specially prepared models, i.e., with a single pass over the shadow geometry. We use only unsigned 8- or 16-bit formats, which are supported on all major video-game console and workstation GPUs.


    1. Aldridge and Woods, 2004. Robust, geometry-independent shadow volumes. In GRAPHITE ’04, ACM Press, New York, NY, 250–253(Oct).
    2. Everitt and Kilgard. 2002, Practical and robust stenciled shadow volumes for hardware-accelerated rendering. Tech. rep. NVIDIA, Austin TX, Mar.
    3. Roettger, Irion, and Ertl, 2002. Shadow volumes revisited. In WSCG ’02, V. Skala, Ed., vol. 2, 373–379.

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