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Coluna

Light Shafts

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I was watching the new King Kong game trailer, and the light shafts fx r so good...i wonder if they used something like silhouette determination and extrusion (like shadow volumes), but i think it would be to CPU ad fill rate expensive to do that in such scenes....is there anoher way to do that?

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On ATi's website, they have a paper about light shafts that, while fill intensive, does produce nice shadows and lights that work well in a general case situation. Perhaps they use those?

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I agree they look totally awesome. Your guess is the same as mine - using the stencil/alpha buffer to mask off areas. If you know where your camera is going to be and what you are roughly going to be looking at, I think you could optimize pretty well for those cases (you don't need to build full volumes etc). Still, I think it'll be hard to say for sure until you see the game in front of you since the video compression often hides these things well :).

T

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