RE: [Algorithms] Real-Time Shadows
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From: Akbar A. <sye...@ea...> - 2000-07-19 03:57:53
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there's been a lot of papers and demos on that one. but here's a hint of advice. imho, hard shadows are totally nasty and ugly. point light sources are very rare in real life. check www.nvidia.com/developer for the nvshadow demo. mark wrote up a paper on it too. if you have realtimerendering check the shadow chapter. it gives a very clear way to do this. >In my case, I am using Quake II >models as my characters, each of which is composed of 500~1000 > >>>>polygons. looks like you won't be doing to much coding for the shadows. also check out the quake clone demo on nvidia's site. it takes the quake 2 models' and casts shadows. including shadow volumes. peace. akbar A. -----Original Message----- From: gda...@li... [mailto:gda...@li...]On Behalf Of Pai-Hung Chen Sent: Tuesday, July 18, 2000 3:47 PM To: gda...@li... Subject: [Algorithms] Real-Time Shadows Hi, I am palnning to use traditional Shadow Volume technique to generate dynamic shadows. Can anyone help me start on how to calculate shadow polygons (bounding polygons of the shadow volumne) in the world space? (I use Direct3D.) Also, I am wondering if shadow volume is the right choice for real-time 3D games to generate shadows. In my case, I am using Quake II models as my characters, each of which is composed of 500~1000 polygons. Can someone in-the-know tell me how shadows are typically generated in 3D RPG games? BTW, can someone point me to any tutorials detailing how to calculate object's silhouette and then build shadow volume from it? Thank you, Pai-Hung Chen _______________________________________________ GDAlgorithms-list mailing list GDA...@li... http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list |