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Advanced Light and Shadow Culling Methods
Price $5.95
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SKU GDC-06-016
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Description
Advanced Light and Shadow Culling Methods,
1508

Programming, Lecture

Eric Lengyel
Lead Programmer, Terathon Software
In the new generation of gaming hardware, lighting and shadows in graphics engines have become much more dynamic. For many types of games, it is no longer acceptable to pre-compute any kind of visual lighting or shadowing information that is presented to the player. This session discusses solutions to the problems that arise when implementing a graphics engine that supports a completely dynamic and unrestricted lighting environment. Topics include data structures, algorithms, mathematics, and optimizations that can be applied to a generic scene graph to efficiently determine vital information such as the set of light sources affecting the visible scene and the set of objects that cast shadows into visible regions. The methods presented are independent of shading systems and shadow rendering techniques.

This session deals with the high-level aspects of lighting and shadowing from the perspective of a graphics engine programmer. Topics include algorithms for efficiently determining information such as the set of lights that potentially illuminate regions visible to the camera and the set of objects that could possibly be casting shadows into the field of view. Attendees of this session will leave with the knowledge of a plethora of techniques that can be immediately applied in existing graphics engines.

This session is intended for programmers who are interested in implementing fully dynamic lighting and shadows. Although the session does not focus on any particular shadow rendering technique, a familiarity with stencil shadows or shadow mapping would be helpful in understanding parts of the lecture.

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