Overview
Shadow volumes use stencil operations while rendering extruded silhouette geometry to count whether a view ray enters a shadowed region.
Creates extruded volumes from occluders to identify pixels in shadow.
Compact metadata for implementation and discovery.
Shadow volumes use stencil operations while rendering extruded silhouette geometry to count whether a view ray enters a shadowed region.
Quick facts
Runtime and memory behavior at a glance.
Best
O(geometry)
Average
O(geometry + pixels)
Worst
O(geometry + pixels)
Space
O(stencil buffer)
Show rays, samples, buffers, or shading terms that contribute to the final pixel.
Shadow Volumes should be used with the assumptions and tradeoffs of visibility in mind.
What each reference supports for this entry.
Good next jumps from the relationship graph, ranked for useful discovery.
Shadow volumes use geometric volumes rather than depth maps.
Stencil shadow volumes are often used with depth-tested rendering.