Jump to content
  • Advertisement
Sign in to follow this  
b3rs3rk

Light Culling

This topic is 5130 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

i've applied frustum culling to decide if render a light or not and works fine. but it's not enough: could happen that a wall is between the light and the camera so i shouldn't render it also if it's in the frustum. How can i do? any advices? [Edited by - b3rs3rk on September 1, 2004 8:54:48 AM]

Share this post


Link to post
Share on other sites
Advertisement
You are talking about occlusion culling from lights POV. Here things can get very complicated. Start by implementing shadows in your engine.

Share this post


Link to post
Share on other sites
Quote:
Original post by b3rs3rk
which is the best algorithm i should use?

There is no 'best' algorithm. Use the one that fits your needs.

Share this post


Link to post
Share on other sites
you could store the distance between the light and a vertex in a texture coordinate

and use this to perform the culling

get the CG browser from nvidia they have a effect called fragment culling

i think this could be used as some sort of light culling

Share this post


Link to post
Share on other sites
Basiror: That has nothing to do with this. He is trying to cull things that are hidden from light, not the ones that are to far. That can be achived in other much better ways.

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!