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Thread: Thomas, 2008-06-18, "Character version 2.0"
Post: RE: Thomas, 2008-06-18, "Character version 2.0"
Thomas Wrote:I still might be missing something though :) So please say if I have gotten anything wrong.
Well, I actually tried to get the light-space coordinates that way origionally, but on my card ... |
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starstutter |
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59,011 |
07-01-2008, 03:43 PM |
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Thread: Thomas, 2008-06-18, "Character version 2.0"
Post: RE: Thomas, 2008-06-18, "Character version 2.0"
Thomas Wrote:There is never any redrawing of any geometry or anything like that. All I do is to render the scene to shadow map (from the perspective of the light) using a single "forward rendering" pa... |
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starstutter |
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59,011 |
07-01-2008, 02:57 PM |
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Thread: Thomas, 2008-06-18, "Character version 2.0"
Post: RE: Thomas, 2008-06-18, "Character version 2.0"
OH OH OH! I get what you're saying.
In your step 2, you're rendering the light geometry, not shadow-specific geometry
Quote:"2. Render the shadow casting light (using light geometry: sphere, cone, e... |
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starstutter |
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59,011 |
07-01-2008, 02:29 PM |
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Thread: Thomas, 2008-06-18, "Character version 2.0"
Post: RE: Thomas, 2008-06-18, "Character version 2.0"
Thomas Wrote:2. Render the shadow casting light (using light geometry: sphere, cone, etc) to scene and use shadow map from #1 to calculate occlusion.
I guess what I don't quite understand is your #2 s... |
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starstutter |
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59,011 |
07-01-2008, 02:14 PM |
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Thread: Thomas, 2008-06-18, "Character version 2.0"
Post: RE: Thomas, 2008-06-18, "Character version 2.0"
Thomas Wrote:Also your technique seems to not take advantage of hardware PCF.
I might be missing something though, so please correct me :)
True, it doesn't take advantage of hardware PCF, but I have ... |
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starstutter |
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59,011 |
06-30-2008, 11:48 PM |
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Thread: Thomas, 2008-06-18, "Character version 2.0"
Post: RE: Thomas, 2008-06-18, "Character version 2.0"
Thomas Wrote:As for deferred shadowing, if you mean that you render the shadow map result(s) to texture and then using them in the light rendering then that is used by Crysis. That technique is mostly... |
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starstutter |
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59,011 |
06-30-2008, 07:38 PM |
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Thread: Thomas, 2008-06-18, "Character version 2.0"
Post: RE: Thomas, 2008-06-18, "Character version 2.0"
Thomas Wrote:HPL2 uses deferred shading
My main reasons for using deferred shading is because it makes it easier to maintain shader combinations, is faster when rendering many small (as in screen cov... |
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starstutter |
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59,011 |
06-30-2008, 01:44 PM |
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Thread: Thomas, 2008-06-18, "Character version 2.0"
Post: RE: Thomas, 2008-06-18, "Character version 2.0"
Engine looks great and I like the new shadow system :)
About penumbras lighting system, have you guys thought about using deferred shading? Or is that too hardware strenuous for your liking? I recent... |
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starstutter |
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59,011 |
06-29-2008, 09:34 PM |