RE: [Algorithms] Doom lightmaps
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From: Alex C. <al...@ar...> - 2001-02-26 09:28:28
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We don't use shadow maps (== nasty horrible artefacts). Adding full on volumetric shadows to an engine is not a light weight thing to do. Depending on the method used, they tend to: * Burn fill rate * Stencil methods in particular have very variable fill rate cost * Require skinning to be done CPU side (so you can calculate the silhouette) * Require fancy silhouette extraction algorithms (brute force extraction = expensive) * Require extremely accurate raycasts (to determine if the camera is shadow) * Require a very near clipping plane (so you _have_ to use a z-buffer) * Mess up loads of lighting optimisations (coalescing multiple lights into an average light doesn't work well due to the shadows affecting the blending) * They only really work for dynamic lights and typically you can only have a few on screen before your frame rate suffers very badly. * Force the artists to cap objects * Make it essential for all meshes to be manifold * May make lit semi-transparent materials a total nightmare * Require the artists to be very careful when modelling to avoid unfortunate self shadowing. * Require that the artists and designers don't try to use too many polys. You can forget about having 100k triangle / frame scenes with full on volumetric shadows However, They are quite pretty. Alex Clarke, Programmer Argonaut Games PLC > > It is funny you mention the stencil+shadow map method > because that is > > exactly how I do dynamic shadows in my engine. For any > object that might > > I think that's also what they do in Malice (just my guesses > of course). > > > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > http://lists.sourceforge.net/lists/listinfo/gdalgorithms-list > |