Re: [Algorithms] Silhouette determination for the world's shadow volume
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From: <der...@he...> - 2010-04-18 23:23:24
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Remember also that the shadow volumes for static world geometry vs fixed-position lights are also static and can be created off-line. The static volumes need to be extruded a distance based on the maximum run-time intensity of the fixed position light sources. If fill rate proves to be a bottleneck then the CC shadow volumes paper (http://gamma.cs.unc.edu/CCSV/) would be worth a look. I've never tried to implement the algorithm but it promises impressive reductions in fill rate. Cheers Derek > 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-list >> > > > > -- > 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 |