
2.4. Shadow Volumes 55
ray traverses the voxels to nd the candidate shadow polygons it should intersect
to increment or decrement the shadow count. Of course, this is quite slow, as Eo
and Kyung are trying to use it in conjunction with regular voxel traversal (see Sec-
tion 2.5.1).
e Z-buer and, in some cases, scanline-based variations tend to be the more
commonly accepted implementations. In Section 2.4.2, we show that for shadow
volumes on the GPU, the Z-buer is employed almost universally in the form of
a stencil buer. Due to the Z-buer and stencil buer approaches, the only ways
to antialias the shadow results is to increase the resolutio