Thursday, December 13, 2007

Stencil light volumes

I abandoned deferred shading after all and returned to classic multi-pass shading.. its limitations still outweigh its advantages. It's a shame, I had finally found a robust way to handle transparent geometry.

But there's also positive news: I'm going work with the guys from Panic on their project, semester break is close, and I've added stencil light volumes. The idea is the same as with stencil shadow volumes, but instead of extruded geometry, I render a cone (or a sphere respectively) to the stencil buffer. The result is a mask containing all the pixels that might be lit by the given light source. The performance boost is not as high as I expected, but it's still a somehow more elegant solution than scissor regions. I highlighted the masked areas on the screenshot.

12 comments:

  1. any update on open sourcing your engine ?

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  2. no sry.
    give me some more time to complete the crucial features, then i'll think about it. i will definitely provide a dll build and the api for non-commercial use.

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  3. If no programming is going to be involved what will the interface process be like, are we talking a menu type system to set up things and load models etc.. ?

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