Re: volumetric spotlight
Bert Peers <[email protected]> Sun, 28 Mar 2010 14:18:55 +0000
| Newsgroups | gmane.games.devel.algorithms |
|---|---|
| Message-ID | <[email protected]> |
Darren Grant schreef: > The most complex approach is to write a ray-casting shader that > integrates over distance travelled by each eye ray through the umbra > volume. It is hard to get the results to overlap and intersect correctly > with the rest of the scene unless you have some sort of unified > rendering architecture built around ray-casting. Very pretty if you get > it working, but very difficult to deploy without limitations coming back > to get you later. I'd give that a try too. There's some good shadowmap based stuff in ShaderX7 as well for easier integration with scene geometry (p. 331). Also check out I3D10's update to Crytek's Light propagation volumes. hth, bert ------------------------------------------------------------------------------ Download Intel® Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev _______________________________________________ GDAlgorithms-list mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list Archives: http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithms-list