Game Development Reference
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(a)
(b)
(c)
Figure 5.7. (a) A scene with a large depth variance that the original Forward+ could
not process eciently. (b) Visualization of the number of lights per tile using frustum
culled with maximum and minimum depth values in a tile.
(c) Visualization of the
number of lights per tile using the proposed 2.5D culling.
( Figure 5.9(a) ) . Without the proposed method, there are a lot of tiles with more
than 200 lights overlapping. However, by using the 2.5D culling, a tile has at most
120 overlapping lights. The benefit we can get from final shading depends on the
implementation of shader, but culling eliminates a lot of unnecessary memory
reads and computation for the final shader.
We also performed a test on the scene shown in Figure 5.8(a) , which does not
have as much depth variance as the scene in Figure 5.7(a). Because the depth
difference is not large in these scenes, the number of lights overlapping a tile,
including an edge of an object, is less than in the previous scene. However, color
temperature is low when the 2.5D culling is used.
A quantitative comparison
is shown in Figure 5.9(b) .
Although the improvement is not as large as the
 
 
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