RE: [Algorithms] Doom lightmaps
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From: Brian H. <bw...@wk...> - 2001-02-26 09:48:29
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At 09:32 AM 2/26/01 +0000, you wrote: >* Burn fill rate Yes. >* Stencil methods in particular have very variable fill rate cost Definitely. >* Require skinning to be done CPU side (so you can calculate the silhouette) Yep. >* Require fancy silhouette extraction algorithms (brute force extraction = >expensive) I wouldn't say something _fancy_ is required, but this is definitely a costly operation. >* They only really work for dynamic lights and typically you can only >have a few on screen before your frame rate suffers very badly. Eh? You can do static lights quite well too, e.g. shadow volume BSPs. >* Force the artists to cap objects I have not found this to be the case. >* Make it essential for all meshes to be manifold Nor this. >* May make lit semi-transparent materials a total nightmare Can be approximated with projected lights. >* 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 At this point I strongly believe that high polygon counts can be safely eschewed for better and more accurate lighting. We're at the point of significantly diminished returns for cranking up polygon counts (especially with bump mapping available now), so exchanging triangle density for more complex lighting is definitely worth while. Brian |