| June 19, 2009 12:00 AM PDT | |
This white paper describes techniques to generate shadows on mainstream graphics hardware in realtime. Shadows make a 3D scene more realistic and while Shadow Maps suffer from anti-aliasing artifacts due to low-precision textures, Shadow Volumes avoid this problem by creating physically accurate shadows. However, if there are many dynamic shadow-generating objects or if there are a lot of moving light sources, this technique could severely affect performance. This paper describes how shadow volumes generated on the CPU using a multithreaded approach could free up the graphics hardware from this bottleneck-creating task.
Multi-Threaded Shadow Volumes on Mainstream Graphics Hardware [PDF 149KB]
Multi-Threaded Shadow Volumes on IIG [ZIP 373KB]
For more complete information about compiler optimizations, see our Optimization Notice.
Comments (2) 
| August 19, 2010 12:27 AM PDT
rattan
|
WOW! Thank you for posting that really helful article! Thanks a lot! regards |


Srinivas Kulkarni
635