Abstract: We present a novel method for rendering shadow volumes. The core idea of the method is to locally choose between Z-pass and Z-fail algorithms on a per-tile basis. The choice is made by comparing the contents of the low-resolution depth buffer against an automatically constructed split plane.We show that this reduces the number of stencil updates substantially without affecting the resulting shadows. We outline a simple and efficient hardware implementation that enables the early tile culling stages to reject considerably more pixels than with shadow volume optimizations currently available in the hardware.
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