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Dynamic shadow mapping is currently the most expensive operation on the renderer, yet it still looks pretty awful. It's also implemented in a way that does not scale well at all and causes way too many API calls. It would be worth it to attempt to implement a more robust system like virtual texturing as seen here:
It would be also worth it to research shadow mapping techniques that leverage the Cluster shading algorithm like the one in the Emil Persson and Ola Olsson talk.
The text was updated successfully, but these errors were encountered:
Dynamic shadow mapping is currently the most expensive operation on the renderer, yet it still looks pretty awful. It's also implemented in a way that does not scale well at all and causes way too many API calls. It would be worth it to attempt to implement a more robust system like virtual texturing as seen here:
http://www.adriancourreges.com/blog/2016/09/09/doom-2016-graphics-study/
It would be also worth it to research shadow mapping techniques that leverage the Cluster shading algorithm like the one in the Emil Persson and Ola Olsson talk.
The text was updated successfully, but these errors were encountered: