Talk:Shadow volume

message: This page should be merged with the Stencil Shadow Volumes page. —The preceding unsigned comment was added by Staz69uk (talk • contribs) 23:41, 29 May 2005.
: Disagree. Stencil shadow volume is only one kind of shadow volumes (among some other implementations available). --Fredrik Orderud 13:24, 27 July 2005 (UTC)
replies: text: MERGE I also think we should merge this with the Shadow volume article. However, it should be done by someone who has a clear understanding of the subject matter. —The preceding unsigned comment was added by Ayavaron (talk • contribs) 20:26, 24 July 2006 (UTC)
replies: text: I've done the merge. Most of the article that was here duplicated material that was done better on the stencil volume page. The most common implementation of shadow volumes is with stencils, and it is better to group the articles together on one coherent page rather than to have one stub point to another. - Rainwarrior 22:42, 24 July 2006 (UTC)
thread_title:  Merge request 

message: We should have one diagram with the scene containing the 4 objects and a second diagram with the shadow volume (in this case it would be 3 disjoint shapes). The eye position should not be shown because the shadow volume is independant of it. -- Nic Roets 14:14, 2 September 2005 (UTC)
thread_title:  The diagram could be better 

message: Tim's last name is currently spelled twice as "Heidmann" and once as "Heidemann."  Could someone who knows which is correct change the article as appropriate?
- Crater Creator 06:34, 25 May 2007 (UTC)
thread_title:  Spelling 

message: The paper listed here as being "Siggraph 2002" by Everitt and Kilgard was not actually a Siggraph paper:
  
- Nigels (talk) 04:47, 30 May 2008 (UTC)
thread_title:  Siggraph 2002 

message: Do games other than id Tech 4 games use this method of shadowing? I havent seen this as much as Shadow maps. Can we have a list?  —Preceding unsigned comment added by 99.246.160.46 (talk) 05:19, 14 March 2010 (UTC)
replies: text: I recall The Chronicles of Riddick: Escape from Butcher Bay using this method. It seems to predate Doom 3, maybe it could be mentioned for pioneering its use? - 98.207.189.113 (talk) 04:56, 11 April 2011 (UTC)
replies: text: That Riddick game also had soft shadows on Nvidia GPUs. Anyways... Older games used stencil shadows and some "modern" ones. A few off hand I can think of: FEAR, FEAR2, PhantomCrash, and Silent Hill(3 and 4). And as for a few engines: Unreal used to(still might), C4 Engine, Unity, and ORGE. -Gary 70.41.185.187 (talk) 05:55, 17 May 2012 (UTC)

text:  Use of a stencil buffer for shadow projection and rendering is old -- games used it in real time in the mid to late 1990s regularly (see Quake 2).  No, it was not made popular with Doom 3.  Doom 3's claim to fame was that it used a single unified lighting step, instead of a set of different ways of approximating the rendering results of several different kinds of lighting that might be present in a scene frame.70.64.32.3 (talk) 03:29, 19 January 2013 (UTC)
thread_title:  Games that use this 

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thread_title:  External links modified 

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thread_title:  External links modified 

message: I was looking at the article, and it looks to me that it should be pretty trivial to do a shadow volume pass, without using stencil buffer with two passes using more modern shader approach. One can use a normal "color" like buffer (with signed integer or signed float to some extent), and fragment (pixel) shader, and simple additive blending for the buffer, and doing a SINGLE rendering pass with both front and back culling disabling, and emitting 1, or -1 (depending on a normal), inside fragment shader. I guess, it is so simple, that I am sure it must be known and utilized. Would be interesting to know if this is the case, and which title / developer used it first. But I can't really find any material on the matter. 2A02:168:F609:0:4F70:D338:7795:DADF (talk) 22:11, 8 September 2019 (UTC)
thread_title:  Non-stencil buffer implementation 

message: Are there any examples of games engines that use shadow volumes? Aaronfranke (talk) 00:53, 16 July 2020 (UTC)
thread_title:  Usage of shadow volume in modern game engines 

message: Hi, just wanted to let you know that the last link to the Inquirer is dead (page no longer exists). Here's the text that was obviously referred to. Since the original source is no longer available, should we include the statement below in the external references page or main text or just drop the reference?
Franco De Bonis, audio sales marketing manager at Creative Labs Ireland, told the INQUIRER: " In our earlier graphics years (1999) we developed a technique for shadowing that is optimized. Recently "id" approached us informing us that they had used this technique in the development of DoomIII and had subsequently discovered that we owned the patent on it.
" Like any company Creative owns a number of technology patents and like any company we need to ensure that our patents are protected. Simply allowing another company to knowingly use a patent you own weakens your position and future claims against infringement. We therefore had to find a legally acceptable way to allow id to use this technique without it being seen as an infringement. The goal was the same from id's perspective".
Ghorwin (talk) 06:10, 21 April 2021 (UTC)
thread_title:  Deadlink 

message: Since OpenGL 2.0, usage of the function glStencilOpSeparate allows stencil buffer shadows to take one less pass as geometry can be rendered once with the same result as a back-face and front-face pass. I am unsure of how widely used this method is, as shadow volumes as a whole seem not very common in modern renderers, but I was able to find one example on this GitHub repository at line 221 of https://github.com/WeirdRubberDuck/TSBK03-Shadow-volumes/blob/master/main.cpp (633662cee17f6e22e560bf041a6da435a2aa11f1)
Although minor, this can be considered an optimization. Fekhesk (talk) 21:52, 7 May 2023 (UTC)
thread_title:  glStencilOpSeparate