Jump to content



Differences bwteen depth-pass and depth-fail stencil shadow in shadow volume

  • You cannot reply to this topic
3 replies to this topic

#1 Jeason   Members   -  Reputation: 95

Like
0Likes
Like

Posted 23 February 2012 - 01:47 AM

I find depth-pass tech gives wrong stencil buffer if the camera is in the shadow volume when i learn the sample of ShadowVolume in DXSDK.
But the depth-fail tech works at all circumstances whether the camera is in the shadow or not.

Can you represent your opinion about it ?

Ad:

#2 Tsus   Members   -  Reputation: 296

Like
1Likes
Like

Posted 23 February 2012 - 04:32 AM

Well, yes that‘s true. Posted Image

The classical z-pass technique decrements the stencil value when a front face is rendered. If that’s not visible, well, then shadowed and lit areas are reversed… Everything that should not be in shadow suddenly is (and vice versa).

Carmack’s z-fail shadows can handle this case, but unfortunately they are a slower, since the GPU can’t do hierarchical z-culling anymore (c.f. Persson, "Depth In-depth", page 6). If your shadow casting geometries are not too complex, don’t worry.

Cheers!
Acagamics e.V. – IGDA Student Game Development Club (University of Magdeburg, Germany)

#3 Eric Lengyel   GDNet+   -  Reputation: 877

Like
1Likes
Like

Posted 23 February 2012 - 06:10 AM

Another reason z-fail is more expensive is because you have to render a lot more triangles for the endcaps. You should you z-pass as much as possible, and use z-fail only when necessary. You can determine when z-fail is necessary as described here:

http://www.gamasutra...cil_.php?page=4

#4 Jeason   Members   -  Reputation: 95

Like
0Likes
Like

Posted 24 February 2012 - 03:07 AM

Thank you, guys!Posted Image






We are working on generating results for this topic
PARTNERS