Graphics processing device (1, 12) configured to compute shadow in a three-dimensional scene lighted by at least one light source, based on at least one depth map comprising a plurality of elements, said depth map being associated with a two-dimensional bounded space adapted to render an image of the scene according to a point of view of said light source, said graphics processing device (1, 12) comprising at least one processor configured for: - storing information representative of a depth ( p z) consisting in the distance between said point of view and a closest visible surface from said point of view for each of said depth map elements; - storing in each element of at least part of said depth map, coordinates of vertices (V 0x...V 2y) of at least one surface element of said closest visible surface, the coordinates being expressed in the space of said depth map; - storing in each element of said part of said depth map, information representative of local depth variation dp z dx dp z dy of said at least one surface element in the space of said depth map; - testing ray intersection in said part of said depth map for at least one pixel of said image, with said at least one surface element having depth ( d' z) computed for said pixel from said information representative of depth and of local depth variation, taking into account said coordinates of vertices; characterized in that said at least one processor is further configured to: - compute at least one minimum depth associated with said at least one surface element for each element (40, 401) of said at least part of said depth map, said minimum depth being computed from said coordinates of vertices and said information representative of depth and of local depth variation; - compare depth ( d z) associated with at least one pixel of said image, located in said depth map element (40, 401), with said minimum depth associated with said depth map element and with said at least one surface element; - classify said pixel as lit if the depth ( d z) associated with said pixel is lower than said minimum depth; - classify said pixel as shadowed if the depth ( d z) associated with said pixel is greater than said minimum depth, and if a ray intersection is found for said pixel with said at least one surface element from said ray intersection testing. - storing information representative of a depth ( p z) consisting in the distance between said point of view and a closest visible surface from said point of view for each of said depth map elements; - storing in each element of at least part of said depth map, coordinates of vertices (V 0x...V 2y) of at least one surface element of said closest visible surface, the coordinates being expressed in the space of said depth map; - storing in each element of said part of said depth map, information representative of local depth variation dp z dx dp z dy of said at least one surface element in the space of said depth map; - testing ray intersection in said part of said depth map for at least one pixel of said image, with said at least one surface element having depth ( d' z) computed for said pixel from said information representative of depth and of local depth variation, taking into account said coordinates of vertices; - compute at least one minimum depth associated with said at least one surface element for each element (40, 401) of said at least part of said depth map, said minimum depth being computed from said coordinates of vertices and said information representative of depth and of local depth variation; - compare depth ( d z) associated with at least one pixel of said image, located in said depth map element (40, 401), with said minimum depth associated with said depth map element and with said at least one surface element; - classify said pixel as lit if the depth ( d z) associated with said pixel is lower than said minimum depth; - classify said pixel as shadowed if the depth ( d z) associated with said pixel is greater than said minimum depth, and if a ray intersection is found for said pixel with said at least one surface element from said ray intersection testing.