One way to optimize volumetric lighting effects is to render the lighting volume at a much coarser resolution than that which the graphics context is using. This basic technique works but requires more optimization to function in real time. ![]() Only lit samples will affect final pixel color. For each sample, it is determined if the sample is lit by the source of light being processed using the shadow map as a comparison. Starting at the near clip plane of the camera, the whole scene is traced and sampling values are accumulated into the input buffer. Volumetric lighting requires two components: a light space shadow map, and a depth buffer. Forest scene from Big Buck Bunny, showing light rays through the canopy.
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