TemporalCoherence.txt 1.2 KB

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  1. > Hi John,
  2. >
  3. > I know I'll forget to tell you this if I don't write it right now....
  4. >
  5. > >(2) How is the receiving geometry for the shadow decided?
  6. >
  7. > I wrote about an LSS-test but actually performing a new VFC test (from the
  8. > light's view) is the same. In both cases, here's a trick to take advantage
  9. > of temporal coherence : test the world against a slightly larger than
  10. > necessary LSS or frustum. Keep the list of touched surfaces. Then next
  11. > frame, if the new volume is still contained within the previous one used
  12. for
  13. > the query, you can reuse the same list immediately. Actually it's a bit
  14. > similar to what you did in your sphere-tree, I think. Anyway, now the
  15. O(log
  16. > N) VFC is O(1) for some frames. It's not worth it for the "real" VFC, but
  17. > when you have N virtual frustum to test to drop N shadows, that's another
  18. > story.
  19. >
  20. > Two downsides:
  21. > - You need more ram to keep track of one list of meshes / shadow, but
  22. > usually it's not a lot.
  23. > - By using a larger volume for the query you possibly touch more
  24. > faces/surfaces, which will be rendered in the shadow pass. Usually it's
  25. not
  26. > a problem either since rendering is simply faster than geometric queries
  27. > those days. But of course, "your mileage may vary".
  28. >
  29. > Happy new year !
  30. >
  31. > Pierre