Re: [Algorithms] Silhouette determination for the world's shadowvolume
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From: Damian C. <Dam...@m8...> - 2010-04-18 21:46:14
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Yup, some sort of "potentially shadowed set" scheme will have to be in place, as well as 2D scissoring in view space before constructing the volume. If the idea is the same for the world mesh, then how would one build the near and far caps for the shadow volume in order to make it a closed volume? The world is essentially self shadowing itself, so I guess you'd only need to cap far end of the volume, and ignore the near end. You'd have to cap it, otherwise you'd have holes in your shadows. Would one project every polygon in the potentially shadowed set to infinity? Or is there some other commonly used scheme to cap the far end of the volume? Damian Coventry Senior Software Developer M86 Security T: +64 9 984 5725 F: +64 9 984 5720 M: +64 21 539 839 From: Jeff Russell [mailto:je...@8m...] Sent: Monday, 19 April 2010 9:19 a.m. To: Game Development Algorithms Subject: Re: [Algorithms] Silhouette determination for the world's shadowvolume Well, the shadow volume mesh topology rules really aren't any different for light sources inside a mesh vs outside - as long as your geometry faces inwards (and it will), the idea is the same (find and extrude edges that border lit & unlit faces). Sometimes world geometry is stored in funny ways depending on your game/engine (BSP trees or what have you), that might make finding edges trickier, but the algorithm is the same. A good optimization for fill rate if you are using local light sources is to make sure and only extrude shadow volumes for the areas of the world that intersect the light's attenuation radius. Jeff On Sun, Apr 18, 2010 at 3:12 PM, Damian Coventry <Dam...@m8...> wrote: 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(); ------------------------------------------------------------------------ ------ 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-lis t -- Jeff Russell Engineer, 8monkey Labs www.8monkeylabs.com |