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Generating cones in a Compute Shader for lighting?


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#1 Sock5   Members   -  Reputation: 162

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Posted 19 April 2013 - 12:22 PM

I'm using deferred shading, with the lighting done on a compute shader, without using a light buffer, just calculating the lights from position and radius, currently only supporting point lights.Is there a way with decent performance to simulate spotlights as well or do I have to go back to rendering them as cones on a light buffer?I can imagine generating lots of cones each frame in the compute shader would be heavy?Does anyone have experience with this type of thing?More and more I get convinced it's not worth it, it's a lot more convenient when you actualy render shapes for the lights, since it's so much more flexible.


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#2 belfegor   Crossbones+   -  Reputation: 2723

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Posted 19 April 2013 - 12:35 PM

In my project (dx9) i use pyramid for both spot and point lights. This way i can easely cull some of the point light "sides" if it is not visible especially when light is casting shadows.






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