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Light Culling

Started by September 01, 2004 08:17 AM
4 comments, last by _DarkWIng_ 20 years, 5 months ago
i've applied frustum culling to decide if render a light or not and works fine. but it's not enough: could happen that a wall is between the light and the camera so i shouldn't render it also if it's in the frustum. How can i do? any advices? [Edited by - b3rs3rk on September 1, 2004 8:54:48 AM]
You are talking about occlusion culling from lights POV. Here things can get very complicated. Start by implementing shadows in your engine.
You should never let your fears become the boundaries of your dreams.
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and for you, which is the best algorithm i should use?
Quote:
Original post by b3rs3rk
which is the best algorithm i should use?

There is no 'best' algorithm. Use the one that fits your needs.
You should never let your fears become the boundaries of your dreams.
you could store the distance between the light and a vertex in a texture coordinate

and use this to perform the culling

get the CG browser from nvidia they have a effect called fragment culling

i think this could be used as some sort of light culling
http://www.8ung.at/basiror/theironcross.html
Basiror: That has nothing to do with this. He is trying to cull things that are hidden from light, not the ones that are to far. That can be achived in other much better ways.
You should never let your fears become the boundaries of your dreams.

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