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#1 |
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Naughty Boy!
Join Date: Jan 2002
Posts: 3,266
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It's a pain in the ass as it's simple to implement but costly and getting prevalent (I'm not saying "required") in games. I hate flashlights.
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Reverend Dev Anon : Best game ever? Hmm... you mean other than anything from us? (2005) |
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#2 |
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Regular
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Same thing we do every night pinky, get faster hardware.
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#3 |
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lp0 On Fire!
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on my active days, I had an idea of Hardware per pixel Shadow Casting unit, that would be as part of general gfx pipeline. But after traditional pipelines got lost, so did my idea and I never planned it further.
the basic idea was having tracing unit inside the rasterizer checking if rendered pixel (or sample) can see the light sources as simple ray - triangle collision. if collision was detected then engine request a texture sampling on the collision point of the triangle, to check texture transparency information. if the pixel (or sample) still has a shadow, engine would blend it to final pixel color. I know, I know, it's darn slow.
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Nappe1 of Division & Future Vision Founder of AF3DE |
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#4 | |
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a.k.a. Ingenu
Join Date: Feb 2002
Location: Apsley, U.K.
Posts: 2,738
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Quote:
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So many things to do, and yet so little time to spend... |
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#5 |
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Member
Join Date: Jul 2003
Location: Beijing
Posts: 640
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How about shadow volume + shadow mapping?
http://graphics.csail.mit.edu/~ericchan/papers/smapSV/ could be much faster than plain shadow volume although it's still hard shadow. |
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#6 |
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Senior Member
Join Date: Jul 2004
Location: NY, NY
Posts: 2,680
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Don't need dynamic lights for shadows. They hard to implement but they look so pretty
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