[Algorithms] Silhouette determination for the world's shadow volume
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From: Damian C. <Dam...@m8...> - 2010-04-18 20:13:08
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Morning, WRT shadow volumes, what's a common approach for determining the silhouette for the world mesh? Let's say it's an indoor only game. In this case the camera and lights are both "inside" the world mesh, and the world mesh is concave. For the other meshes that move around inside the world, silhouette determination is well documented - "The set of all edges that connect a toward-face to an away-face form the silhouette with respect to the light source. The edges forming the silhouette are extruded away from the light to construct the faces of the shadow volume". What about the world mesh though? My initial thoughts are to use all world mesh polygons that don't face the light source, and create individual shadow volumes for each polygon. This would get costly if the world mesh had many back facing polygons at any given time. How else is it done? ~Damian(); |