   Shadow Volumes
  HelloI have just been searching the net for articles on shadow volumes.....found lots of stufff including some good ones from this website....sadly a lot of it is 3 or 4 years old....just wondering if anyone can steer me toward something that is more up to date?Thanks in advance  ;)   
  Hi,If you are looking for the basics i don't think that there is something new about SV. All the new stuff (if there is any) is about soft shadow volumes or how to reconstruct sv information from shadow maps.The newest papers i found in my hd about SV are : 1) A Hierarchical Shadow Volume Algorithm (Timo Aila, Tomas Akenine-Möller - 2004)2) CC Shadow Volumes (D. Brandon Lloyd, Jeremy Wendt, Naga K. Govindaraju, and Dinesh Manocha - 2004)I don't know if you've already found them (they are 2 years old) but i haven't seen any other paper seens then. It may be my bad vision though :)HellRaiZer   ;  What's wrong with a technique being 3 years old if it still works ;-)The most important idea to achieve robustness was to push the far plane to infinity, as described here:http://developer.nvidia.com/object/robust_shadow_volumes.htmlI only know some additions which work around some known limitations:1. Non manifold geometry:http://www.hitlabnz.org/fileman_store/2004-Graphite-ShadowVols-Aldridge.pdf2. Some attempts for performance enhancements (though I haven't heared anyone using either with good sucess - am I wrong on this?) http://people.csail.mit.edu/ericchan/papers/smapSV/http://gamma.cs.unc.edu/ccsv/;  I think pushing the far plane to infinity was for depth fail technique...I did read about that somewhere....is it feasible to alternate between depth fail and depth pass techniques depending on whether the camera eye point is in shadow?I'm not bothered by old...as long as it generally represents the latest techniques etc..  I don't want total noob stuff on it...in fact I am researching to improve my own shadow engine which is straight up depth pass...   ;Quote:Original post by bobbinusI think pushing the far plane to infinity was for depth fail technique...I did read about that somewhere....is it feasible to alternate between depth fail and depth pass techniques depending on whether the camera eye point is in shadow?I'm not bothered by old...as long as it generally represents the latest techniques etc..  I don't want total noob stuff on it...in fact I am researching to improve my own shadow engine which is straight up depth pass...Take a look at the pdf report on http://graphics.cs.brown.edu/games/FastShadows/index.html it'll explain all you need for the basic technique including switching between z-pass and z-fail.   ;  cool, thanks a lot m8  :)   