Re: [Algorithms] volumetric spotlight
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From: Jeff R. <je...@8m...> - 2010-03-24 19:52:53
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That third option is kind of what I'm leaning toward - ray tests vs a cone are mathematically simple, so that combined with a screen depth lookup (already available) I'm hoping to be able to swing something cool today. Jeff On Wed, Mar 24, 2010 at 2:19 PM, Darren Grant < dg...@ke...> wrote: > I don't have references but here are a few techniques in increasing > complexity: > > For viewers at a distance it is hard to beat the simplicity of billboard > sprites. Just lock a billboard to the spotlight cone axis and use alpha > blending to make the texture glow. Fade it out when the viewer gets close > enough to make the effect cheesy. > > Create an umbra mesh, a skirt that resembles the spot cone and fix it to > the spotlight in space. Simple vertex coloring to fade the skirt at the far > end can be very effective. Again render using alpha blending. Some simple > pixel shader work using normal averaging and dot product can help to hide > the edges of the mesh. If you have access to the depth buffer values, you > can also fade out pixels that approach the near plane so they don't clip > noticeably as the viewer passes through the cone. > > The most complex approach is to write a ray-casting shader that integrates > over distance travelled by each eye ray through the umbra volume. It is hard > to get the results to overlap and intersect correctly with the rest of the > scene unless you have some sort of unified rendering architecture built > around ray-casting. Very pretty if you get it working, but very difficult to > deploy without limitations coming back to get you later. > > > Cheers, > Darren > > > > > > At 09:24 AM 3/24/2010, Jeff Russell wrote: > > Hey, anybody have any cool reference for how to render a volumetric > spotlight effect? I realize that full correct shadowing with volumetric > lighting might be kind of heavy duty, so I'm willing to try something a > little dirtier or with no shadows. > > Regards, > > Jeff > > > -- > Jeff Russell > Engineer, 8monkey Labs > www.8monkeylabs.com > > ------------------------------------------------------------------------------ > Download Intel® Parallel Studio Eval > Try the new software tools for yourself. Speed compiling, find bugs > proactively, and fine-tune applications for parallel performance. > See why Intel Parallel Studio got high marks during beta. > http://p.sf.net/sfu/intel-sw-dev > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithms-list > > > > ------------------------------------------------------------------------------ > Download Intel® Parallel Studio Eval > Try the new software tools for yourself. Speed compiling, find bugs > proactively, and fine-tune applications for parallel performance. > See why Intel Parallel Studio got high marks during beta. > http://p.sf.net/sfu/intel-sw-dev > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithms-list > -- Jeff Russell Engineer, 8monkey Labs www.8monkeylabs.com |