Jump to content
  • Advertisement
Sign in to follow this  
AnujKalia

Shadow volume hybrid algorithm

This topic is 2406 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

Hi all!

We've implemented Eric Chan's hybrid algorithm for accurate shadows, and we're now taking another step. Our shadow volumes algorithm involves extruding silhouette edges in the Geometry Shader.

The question I want to ask is this:

Suppose in the Geometry Shader, we were able to check whether a silhouette edge is already in shadow (using, perhaps, the shadow map). Is it O.K to not extrude this silhouette edge? i.e. simply neglect the shadow planes that will be created when this edge is extruded? We're only dealing with watertight meshes, if that is relevant.

We expect some performance gain if we can reject some edges inside the geometry shader, as that will reduce the fragment shader's load.

Thanks for your help!

Share this post


Link to post
Share on other sites
Advertisement
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!