Curved surface shadow volumes computed completely on hardware?

Any suggestions/ideas/ressources?

You just bumped into one of the reasons why curved surfaces are really no good unless you do a really intensive use of them. Curved surface should only be a primitive for the modelers, but that’s all because anything that has to analytically deal with that you will have to generate it anyway, for example with the case of the shadows. The only good benefits of curved surfaces in the rendering is the way you can change the level of detail, but everything else is just worse(or more complicated) than using planar geometry. So I would recommend using the curved surfaces as a modeling primitive, and then freezing those curves into normal triangular data when you are not modeling.

Queue michagl…