Hi
I already thought about dynamic shadow casting, and i''ve found a way of doing it fast with convex object using precalculated links tree for building object''s silhouette viewed from given point (all in theory right now, because my rendering engine is not yet done).
But what about shadow volumes? How you think to implement them? For example, same light shining thru window, and there are a arbitrary oriented box inside that light volume, which will of cource cast some shadows. Hm, this can be handled by splitting intual light volume into pieces which will form new volume around object, but now calculations will be painly slow because of many new light volumes that can be created...
Another way of handling this stuff is using two buffers. First, you render all polygons which form light volume and which is oriented to the viewer into front buffer, then all back-faced polygons - into back buffer. Then just blend a light color onto screen using difference between front and back buffer as alpha value. Also, we can do the same with shadow volume and substract it from light buffer before blending. This raster method might be faster than complex calculations, but i don''t see the way how to done it in hardware (anyway, i''m making software rasterizer right now

, but i''m also looking forward for future hardware implementation)
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FlyFire/CodeX
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