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Fast Scene Voxelization qns

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Hi guys! I was wondering if the near and far depth maps given in the Fast Scene Voxelization paper are done by culling back and front faces respectively during rendering from the light source? This should be similar for bounding volume geometry too i suppose? I wonder how did they manage to keep the fragments that were to be discard by the hardware on default? I also wonder how the cellmask texture is precomputed. Anyone has done something like this before? Would be greatly appreciated if you could share your insights. Thx! Edwin [Edited by - edwinnie on October 15, 2006 2:58:12 AM]

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