Posted By: txesmi
[SUB] Deferred PSSM Shadows Workaround - 12/18/12 18:03
Hi friends!
I have been introducing myself into deferred rendering techniques and my first workaround comes around pssm shadows. First I thought on rendering that 'fDistance' value into a 32bit floating point bitmap, but finally I rendered the pixel world coordinates into a 4x32bits floating point bitmap, so the gates are opened to compute dynamic light rediance or dof blurring from those same values.
I built a scenery that fully remarks the rendering speed improvements because of its high density of overlapping polygons. I fit the shadow splits to four and deleted all the gpu bones computation stuff.
DOWNLOAD (SM3.0!)
Hope it helps
Salud!
I have been introducing myself into deferred rendering techniques and my first workaround comes around pssm shadows. First I thought on rendering that 'fDistance' value into a 32bit floating point bitmap, but finally I rendered the pixel world coordinates into a 4x32bits floating point bitmap, so the gates are opened to compute dynamic light rediance or dof blurring from those same values.
I built a scenery that fully remarks the rendering speed improvements because of its high density of overlapping polygons. I fit the shadow splits to four and deleted all the gpu bones computation stuff.
DOWNLOAD (SM3.0!)
Hope it helps
Salud!