Chapter 9. Efficient Shadow Volume Rendering — Morgan McGuire
- Source: https://developer.nvidia.com/gpugems/gpugems/part-ii-lighting-and-shadows/chapter-9-efficient-shadow-volume-rendering
- Note: add-only excerpt; images/code truncated.
Summary (full chapter read)
Production stencil shadow volumes (Doom 3 lineage). Silhouette extrude → stencil mark lit/shadowed; multi-light additive. Handles hard cases (light inside caster, scene mostly shadowed). Geometry opts: directional vs point, cull volumes; fill opts: z-fail/z-pass, scissor, z-bounds. Hard shadows only; CPU/fill heavy; no alpha-tested/displacement casters cleanly. Contrast with shadow maps for dense scenes.