Real-Time Shadow Volume Algorithm for Subdivision Surface Based Models

  • Min Tang
  • Jin-Xiang Dong
  • Shang-Ching Chou
Part of the Lecture Notes in Computer Science book series (LNCS, volume 4035)


This paper presents a purely hardware-accelerated shadow volume algorithm for subdivision surface based models. By introducing SP (subdivision patterns), all procedures, including subdivision evaluation, silhouette extraction, shadow volume generation, and shadow rendering are executed on GPU (Graphics Process Units) efficiently. This not only alleviates the burden of CPU, but also guarantees the consistency of data among different processing stages. This also makes it possible to integrate some special effects imposed by other shaders, e.g., displacement mapping or vertex texturing, with the shadow volume algorithm. Experiments show that the algorithm is efficient, robust, and can be easily extended to other subdivision schemes and parametric surfaces.


Subdivision Scheme Displacement Mapping Graphic Hardware Subdivision Surface Control Mesh 
These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.


Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.


  1. 1.
    Williams, L.: Casting curved shadows on curved surfaces. In: Computer Graphics (SIGGRAPH 1978 Proceedings), pp. 270–274 (1978)Google Scholar
  2. 2.
    Crow, F.C.: Shadow algorithms for computer graphics. In: Computer Graphics (SIGGRAPH 1977 Proceedings), pp. 242–248 (1977)Google Scholar
  3. 3.
    Brabec, S., Seidel, H.: Shadow Volumes on Programmable Graphics Hardware. In: Proceedings of Eurographics, vol. 22, pp. 433–440 (2003)Google Scholar
  4. 4.
    Everitt, C., Kilgard, M.J.: Practical and Robust Stencil Shadow. Volumes for Hardware Accelerated Rendering. NVIDIA, Austin, Texas (Referenced: 5.4.2002) (2002),
  5. 5.
    Surdulescu, R.: Cg Shadow Volumes (2003),
  6. 6.
    Kainulainen, J.: An Introduction to Stencil Shadow Volumes (2004),
  7. 7.
    Bolz, J., Schröder, P.: Evaluation of Subdivision Surfaces on Programmable Graphics Hardware (2003),
  8. 8.
    Bunnell, M.: GPU Gems 2: Programming Techniques for High-Performance Graphics and General-Purpose Computation. Addison-Wesley, Reading, MA (2005)Google Scholar
  9. 9.
    Shiue, L.-J., Peters, J.: A Realtime GPU Subdivision Kernel. In: Proceedings of SIGGRPAH Computer Graphics Proceedings (2005),
  10. 10.
    Boubekeur, T., Schlick, C.: Generic Mesh Refinement On GPU. In: Proceedings of ACM SIGGRAPH/Eurographics Graphics Hardware (2005),
  11. 11.
    Stam, J.: Exact Evaluation of Catmull-Clark Subdivision Surfaces at Arbitrary Parameter Values. In: Computer Graphics Proceedings, Annual Conference Series, pp. 395–404 (1998)Google Scholar
  12. 12.
    McGuire, M., Hughes, J.F.: Hardware-Determined Feature Edges. In: Proceedings of Third International Symposium on Non Photorealistic Animation and Rendering (NPAR 2004), Annecy, France, June 7-9, pp. 35–44. ACM Press, New York (2004)CrossRefGoogle Scholar

Copyright information

© Springer-Verlag Berlin Heidelberg 2006

Authors and Affiliations

  • Min Tang
    • 1
  • Jin-Xiang Dong
    • 1
  • Shang-Ching Chou
    • 2
  1. 1.College of Computer ScienceZhejiang UniversityHangzhouChina
  2. 2.Computer Science DepartmentWichita State UniversityWichitaUSA

Personalised recommendations