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Some shadow map optimizations for Wicked Engine, now 16 viewports can be fully utilized for multiple lights' shadow draw calls with instancing. 256 dynamic pointlight shadows in Sponza:

15,162 просмотров • 26 дней назад •via X (Twitter)

Комментарии: 9

Фото профиля János Turánszki
János Turánszki26 дней назад

Now even multiple light types can be fitted into one draw: - directional: multiple cascades - point: up to 6 frustums - spot/rect: 1 frustum Previously the viewport instancing only happened for cascades and point lights, separately. Now all of them are batched.

Фото профиля János Turánszki
János Turánszki26 дней назад

Viewports/cameras are created for visible light frustums while they can fit into the 16 available viewports (graphics API limit). Once 16 viewports are full, the scene is rendered once into all viewports. Instancing is used to select SV_ViewportArrayIndex by VS as before.

Фото профиля János Turánszki
János Turánszki26 дней назад

About 5ms CPU time for shadow render in this scene (depends heavily on culling)

Фото профиля Dark Souls Lighting Engine
Dark Souls Lighting Engine26 дней назад

Nice :) If I understand it , instead of geometry shader you are doing multiple instances and selecting the frustum for eg in Pointlights?

Фото профиля János Turánszki
János Turánszki26 дней назад

Yes, the vertex shader gets the camera/viewport index from the instancing data.

Фото профиля Dark Souls Lighting Engine
Dark Souls Lighting Engine26 дней назад

Thanks for the clarification. Love your work on wicked engine.

Фото профиля Лякуша Йцукен
Лякуша Йцукен26 дней назад

*inspects closer* *gets dabbledazed by disco lights* Yeah that seems wicked enough.

Фото профиля Sergei
Sergei26 дней назад

Does the resolution of these frustums need to match?

Фото профиля János Turánszki
János Turánszki25 дней назад

No, resolution is dynamic for each light, depends on its screen size.

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