Game Development Reference
In-Depth Information
(a)
(b)
(c)
Figure 5.8. (a) A scene without a large depth variance. (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.
10000
10000
With 2.5D culling
Without 2.5D culling
With 2.5D culling
Without 2.5D culling
1000
1000
100
100
10
10
1
1
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
Number of Lights (×10)
Number of Lights (×10)
(a)
(b)
Figure 5.9. The count of tiles in terms of the number of lights for the scenes shown in
F igures 5.7(a) and 5.8(a) , respectively.
 
 
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