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author | sanine <sanine.not@pm.me> | 2022-10-01 20:59:36 -0500 |
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committer | sanine <sanine.not@pm.me> | 2022-10-01 20:59:36 -0500 |
commit | c5fc66ee58f2c60f2d226868bb1cf5b91badaf53 (patch) | |
tree | 277dd280daf10bf77013236b8edfa5f88708c7e0 /libs/ode-0.16.1/OPCODE/TemporalCoherence.txt | |
parent | 1cf9cc3408af7008451f9133fb95af66a9697d15 (diff) |
add ode
Diffstat (limited to 'libs/ode-0.16.1/OPCODE/TemporalCoherence.txt')
-rw-r--r-- | libs/ode-0.16.1/OPCODE/TemporalCoherence.txt | 32 |
1 files changed, 32 insertions, 0 deletions
diff --git a/libs/ode-0.16.1/OPCODE/TemporalCoherence.txt b/libs/ode-0.16.1/OPCODE/TemporalCoherence.txt new file mode 100644 index 0000000..fb85931 --- /dev/null +++ b/libs/ode-0.16.1/OPCODE/TemporalCoherence.txt @@ -0,0 +1,32 @@ + +> Hi John, +> +> I know I'll forget to tell you this if I don't write it right now.... +> +> >(2) How is the receiving geometry for the shadow decided? +> +> I wrote about an LSS-test but actually performing a new VFC test (from the +> light's view) is the same. In both cases, here's a trick to take advantage +> of temporal coherence : test the world against a slightly larger than +> necessary LSS or frustum. Keep the list of touched surfaces. Then next +> frame, if the new volume is still contained within the previous one used +for +> the query, you can reuse the same list immediately. Actually it's a bit +> similar to what you did in your sphere-tree, I think. Anyway, now the +O(log +> N) VFC is O(1) for some frames. It's not worth it for the "real" VFC, but +> when you have N virtual frustum to test to drop N shadows, that's another +> story. +> +> Two downsides: +> - You need more ram to keep track of one list of meshes / shadow, but +> usually it's not a lot. +> - By using a larger volume for the query you possibly touch more +> faces/surfaces, which will be rendered in the shadow pass. Usually it's +not +> a problem either since rendering is simply faster than geometric queries +> those days. But of course, "your mileage may vary". +> +> Happy new year ! +> +> Pierre |