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Deferred Shadow Maps http://horde3d.org/forums/viewtopic.php?f=7&t=635 |
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Author: | swiftcoder [ 02.02.2009, 20:05 ] |
Post subject: | Deferred Shadow Maps |
http://www.ziggyware.com/readarticle.php?article_id=235 Seems to be a brand new technique, and it looks very promising to help reduce the complexity of material shaders, especially if you are already using a depth-prepass. |
Author: | DarkAngel [ 03.02.2009, 00:21 ] |
Post subject: | Re: Deferred Shadow Maps |
I only had a quick skim over it, but it seems to suffer from the same problem as many deferred techniques - limited G-Buffer space. If a shadow occlusion term is stored in the G-Buffer *for each light* then you will quickly run out of places to store them, which limits the number of lights which can use shadows. In situations where you only need 1 to ~4 shadow-casters at a time though, it looks like a great way to solve the shader-permutation problem. |
Author: | swiftcoder [ 03.02.2009, 01:19 ] |
Post subject: | Re: Deferred Shadow Maps |
DarkAngel wrote: I only had a quick skim over it, but it seems to suffer from the same problem as many deferred techniques - limited G-Buffer space. I think the question becomes whether you truly need a separate shadow buffer per light - my inclination is that fairly decent shadowing could be implemented with a single shadow buffer for all lights. Basically just additively blend the shadow contribution into a single buffer, and use the final value as the opacity of the shadow at that pixel.If a shadow occlusion term is stored in the G-Buffer *for each light* then you will quickly run out of places to store them, which limits the number of lights which can use shadows. In situations where you only need 1 to ~4 shadow-casters at a time though, it looks like a great way to solve the shader-permutation problem. At that point, it becomes much closer to light pre-pass rendering, and the performance should be fairly decent. |
Author: | marciano [ 03.02.2009, 09:00 ] |
Post subject: | Re: Deferred Shadow Maps |
swiftcoder wrote: Seems to be a brand new technique, and it looks very promising to help reduce the complexity of material shaders, especially if you are already using a depth-prepass. It is not quite a new technique but nevertheless very useful for forward rendering. Crysis is also using it: http://ati.amd.com/developer/gdc/2007/Mittring-Finding_NextGen_CryEngine2(Siggraph07).pdf |
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