Sign in to follow this  
Lopez

shadows in lightmap space

Recommended Posts

Hi there, I've been working on a process of rendering my lighting and shadows into lightmap space, as a precursor to implementing texture based Ambient Occlusion. I seem to have a few bottlenecks at the moment, and i'm wondering if anyone else has managed to implement anything similar. Currently my renderer performs the following... 1. Render each lights depthmap into a FBO, along with a color buffer containing the linear distance of each occluder from the light (for computing soft shadow penumbra - not working properly yet - There's probably a better way to do this). 2. Accumulate each light in lightmap space to another texture. 3. Apply the texture generated in (2) to the scene, along with an AO map (rendered using skylight, radiosity, and render to texture in Studio Max). Currently this is giving me 300-700 fps on a 6600 gt for 4 lights. I only update the lights if their position or view changes slightly; but when this happens, I have to re-render all of the lights that affect the lightmap, and this reduces the framerate significantly.

Share this post


Link to post
Share on other sites
Cmon...

Hasn't anyone out there implemented lighting in lightmap space.

It's similar to a couple of the demo's on the

http://frustum.org/3d/

website - subsurface scattering, and lightmaps onthe same page.



Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

Sign in to follow this