XxStratoMasterXx
Regular
Well, here's another interesting email from Tim Sweeney which you guys might find interesting! It's regarding stencil shadows v.s. shadow depth buffers, and his views on Unified Lighting and shadowing!
So it seems to me he believes that shadow maps are the way of the future and stencils are going to die.
Also, I think he may have a point with the unified lighting and shadowing. Maybe artists just want to choose from different types of shadowing for different effects, rather than just having the same kind of shadowing everywhere? This explains why Tim wanted to include stencil shadows AND shadow maps in his engine.
So yeah, I hope some interesting discussion may come from this!
Tim Sweeney said:Shadow maps definitely have a longer shelf-life than stencil shadows. Stencil shadows lead to hard edges and scale worse with scene complexity. Many of the Pixar movies use very high-res shadow maps for non-realtime rendering, while nobody uses stencil shadows in that context. So clearly shadow maps have a future.
I think it will be 10+ years before a single unified shadowing algorithm is practical in realtime. Even if you look at non-realtime rendering, where performance isn't as much of a constraint, the artists still choose between a large set of shadow options for individual objects, rather than running everything through a single pipeline.
-Tim
So it seems to me he believes that shadow maps are the way of the future and stencils are going to die.
Also, I think he may have a point with the unified lighting and shadowing. Maybe artists just want to choose from different types of shadowing for different effects, rather than just having the same kind of shadowing everywhere? This explains why Tim wanted to include stencil shadows AND shadow maps in his engine.
So yeah, I hope some interesting discussion may come from this!