
30 2. Hard Shadows
Fi gure 2.3. Occlusion culling where certain shadow casters can be omitted during shadow
depth map generation. ©2011 ACM, Inc. Included here by permission [52].
clipping against polygons whose clipped results would not be visible anyway. Due
to the above optimizations, the list of such partially occluded polygons should be
small, and therefore, the shadow-polygon clipping process should not be too slow.
e hybrid approaches can also be split up among three GPUs to render the shad-
ows in real time. However, a numerically robust shadow-polygon clipper remains
dicult to implement.
Bittner et al. [52] introduce another shadow-occlusion ...