 
@inproceedings{SOA2011,
 author               = {Sintorn, Erik and Olsson, Ola and Assarsson, Ulf},
 booktitle            = {ACM SIGGRAPH Asia 2011},
 series               = {SIGGRAPH Asia 2011},
 title                = {An Efficient Alias-free Shadow Algorithm for Opaque and Transparent Objects using per-triangle Shadow Volumes},
 year                 = {2011},
 abstract = {This paper presents a novel method for generating pixel-accurate
shadows from point light-sources in real-time. The new method is
able to quickly cull pixels that are not in shadow and to trivially accept
large chunks of pixels thanks mainly to using the whole triangle
shadow volume as a primitive, instead of rendering the shadow
quads independently as in the classic Shadow-Volume algorithm.
Our CUDA implementation outperforms z-fail consistently and surpasses
z-pass at high resolutions, although these latter two are hardware
accelerated, while inheriting none of the robustness issues associated
with these methods. Another, perhaps even more important
property of our algorithm, is that it requires no pre-processing
or identification of silhouette edges and so robustly and efficiently
handles arbitrary triangle soups. In terms of view sample test and
set operations performed, we show that our algorithm can be an order
of magnitude more efficient than z-pass when rendering a gamescene
at multi-sampled HD resolutions. We go on to show that
the algorithm can be trivially modified to support textured, semitransparent
and colored semi-transparent shadow-casters and that
it can be combined with either depth-peeling or stochastic transparency
to also support transparent shadow receivers. Compared
to recent alias-free shadow-map algorithms, our method has a very
small memory footprint, does not suffer from load-balancing issues,
and handles omni-directional lights without modification. It is easily
incorporated into any deferred rendering pipeline and combines
many of the strengths of shadow maps and shadow volumes.},
}