Tag Archives: lighting

HDRBlendable Xbox 360 performance and dual paraboloid point light shadow optimization.

While working on dual paraboloid point light shadows, at first I used two R32 textures for the shadow maps, one map per hemisphere of the point light. Here’s a quick glimpse at what point light shadows are currently looking like … Continue reading

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Deferred lighting.

My forward rendered lighting setup almost suited my purposes, but it turned out that the limitations of the XBOX CPU limited me to far too few terrain chunks, and therefore far too few lights. To this end, I’ve been exploring … Continue reading

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Status update: Point light stress testing.

Yesterday I added over 1000 (one thousand) moving point lights to the terrain. On the PC this was fine. The scene partitioning used by my forward rendering setup uses a lot of CPU time though, so on the XBOX this … Continue reading

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Terrain point light progress.

I’ve built a GGR (Geographical Grid Registration) component for the terrain, which will permit better draw call arrangement and in particular, better effect state management when drawing many point lights — which is a goal. Since the terrain is arranged … Continue reading

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Terrain lighting progress.

In order to light the terrain, normals must be generated from which we can measure the angle of a light ray’s incidence with the terrain geometry, so that we can decide how bright a terrain triangle will be. For the … Continue reading

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