Improving Shadows and Reflections via the Stencil Buffer

For too many game developers, the above statement sums up their approach to 3D hardwareacceleration. A game programmer might turn on some fog and maybe throw in some transparency, but that’s often the limit. The question is whether that is enough anymore for a game to stand out visually from the crowd. Now everybody’s using 3D hardware-acceleration, and everybody’s slinging textured polygons around, and, frankly, as a result, most 3D games look more or less the same.

[1]  Franklin C. Crow,et al.  Shadow algorithms for computer graphics , 1977, SIGGRAPH.

[2]  Pierre Poulin,et al.  A survey of shadow algorithms , 1990, IEEE Computer Graphics and Applications.

[3]  T ReevesWilliam,et al.  Rendering antialiased shadows with depth maps , 1987 .

[4]  David Salesin,et al.  Rendering antialiased shadows with depth maps , 1987, SIGGRAPH.

[5]  Norman I. Badler,et al.  Pipeline rendering: interactive refractions, reflections and shadows , 1994 .

[6]  T. F. Wiegand,et al.  Interactive Rendering of CSG Models , 1996, Comput. Graph. Forum.

[7]  Mark J. Kilgard,et al.  OpenGL programming for the X Window system(日本語版) , 1996 .

[8]  Ari Rappoport,et al.  Interactive reflections on curved objects , 1998, SIGGRAPH.

[9]  Lance Williams,et al.  Casting curved shadows on curved surfaces , 1978, SIGGRAPH.

[10]  Michael A. Penna,et al.  Projective geometry and its applications to computer graphics , 1986 .

[11]  Norman I. Badler,et al.  Generating soft shadows with a depth buffer algorithm , 1984, IEEE Computer Graphics and Applications.

[12]  Paul Diefenbach,et al.  Pipeline rendering: interaction and realism through hardware-based multi-pass rendering , 1996 .

[13]  Geoff Leach,et al.  An improved z-buffer CSG rendering algorithm , 1998, Workshop on Graphics Hardware.

[14]  Philippe Bergeron A General Version of Crow's Shadow Volumes , 1986, IEEE Computer Graphics and Applications.

[15]  James F. Blinn,et al.  Me and My (Fake) Shadow , 1988 .

[16]  Kurt Akeley,et al.  The accumulation buffer: hardware support for high-quality rendering , 1990, SIGGRAPH.

[17]  Geoff Leach,et al.  A Z-Buffer CSG Rendering Algorithm for Convex Objects , 2000, WSCG.