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fhDOOM engine improvements

engine feature graphics improvement opengl glsl lighting shadows parallax shadowmapping

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#76 duzenko

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Posted 10 September 2017 - 11:03 AM

Typically by splitting it into six shadow maps (or a cube map) for each room direction.

Render geometry 6 times? Or ??



#77 nbohr1more

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Posted 10 September 2017 - 11:04 AM

Another reference:

 

https://learnopengl....s/Point-Shadows

 

I am still skeptical of a shadow mapping approach. Shadow maps are faster for "static" lights. Moving lights have only recently been possible with

shadow maps and the number of them allowed for engines which feature this are typically far lower than a standard Id Tech 4 map.

Though, I have heard that tile based shadow maps have solved this. http://hd-prg.com/ti...sedShadows.html


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#78 duzenko

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Posted 11 September 2017 - 04:53 AM

Another reference:

 

https://learnopengl....s/Point-Shadows

 

I am still skeptical of a shadow mapping approach. Shadow maps are faster for "static" lights. Moving lights have only recently been possible with

shadow maps and the number of them allowed for engines which feature this are typically far lower than a standard Id Tech 4 map.

Though, I have heard that tile based shadow maps have solved this. http://hd-prg.com/ti...sedShadows.html

I would expect both approaches have roughly similar speed in general, with the exception that stencil shadows are culled to light screen size projection while shadow maps are usually fixed in size.

E.g. when player is a room fully lit by a couple lights (Officer Lounge in Fence) stencil light will draw in full screen size twice, while shadow map could draw in 512x512 buffer.

But then player is in the street with many small lights stencil could draw each light in a screen region as small as dozens of pixels, while shadow map is still 512x512 (not that there's no way to add LOD's to that as well)







Also tagged with one or more of these keywords: engine, feature, graphics, improvement, opengl, glsl, lighting, shadows, parallax, shadowmapping

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