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#ActualFrenetic Pony

Posted 26 September 2012 - 03:21 PM

Hello next gen game maker! I mean, by Zeus six???

Anyway, depending on your problems I can think of two things.

This should help cull a lot of stuff out, and give you speedup at least: http://www.cg.tuwien...1-scc-paper.pdf
Think of it as "sparse shadow caster culling" or rather, just culling out objects that aren't going to directly affect the players view from the shadow map.

Another, more relevant to the draw call problem is this: http://advances.real...ggraph2012).pdf
It's essentially shadow map cache for CSM. Not sure how you'd adapt this too well to a moving overhead lightsource/the sun. But maybe you're doing an all static sun all the time, in which case the above should work out very well indeed.

#2Frenetic Pony

Posted 26 September 2012 - 03:20 PM

Hello next gen game maker! I mean, by Zeus six???

Anyway, depending on your problems I can think of two things.

This should help cull a lot of stuff out, and give you speedup at least: http://www.cg.tuwien...1-scc-paper.pdf
Think of it as "sparse shadow caster culling" or rather, just culling out objects that aren't going to directly affect the players view from the shadow map.

Another, more relevant to the draw call problem is this: http://advances.real...ggraph2012).pdf
It's essentially shadow map cache for CSM. Not sure how you'd adapt this too well to a moving light overhead lightsource/the sun. But maybe you're doing an all static sun all the time, in which case the above should work out very well indeed.

#1Frenetic Pony

Posted 26 September 2012 - 03:19 PM

Hello next gen game maker! I mean, by Zeus six???

Anyway, depending on your problems I can think of two things.

This should help cull a lot of stuff out, and give you speedup at least: http://www.cg.tuwien.ac.at/research/publications/2011/bittner-2011-scc/bittner-2011-scc-paper.pdf
Think of it as "sparse shadow caster culling" or rather, just culling out objects that aren't going to directly affect the players view from the shadow map.

Another, more relevant to the draw call problem is this: http://advances.realtimerendering.com/s2012/insomniac/Acton-CSM_Scrolling%28Siggraph2012%29.pdf
It's essentially shadow map cache for CSM. Not sure how you'd adapt this too well to a moving light overhead lightsource/the sun. But by using six cascades I'm assuming you're doing a day/night cycle of some sort and not just a static sun position. In which case pre-calculated shadow maps for distant stuff works very well.

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