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adding this thread I found last week on reddit as an additional resource: https://www.reddit.com/r/GraphicsProgramming/comments/lf7yes/how_to_optimize_shadows_in_your_rendering_engine |
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Interesting! |
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I recently discovered this crate: xatlas-rs |
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I open a discussion on how to improve shadows by collecting some notes from the Performance Issue PR
The current implementation is based on: Point Shadows
shadows are taking up something like 7ms per frame which is too slow, it's something I want to investigate a bit later but I found some interesting material about doing shadows efficiently here in the "Atlases" section https://godotengine.org/article/godot-3-renderer-design-explained.
reading a bit about the shadow atlas in Godot 3 I discovered that allows rendering multiple lights in a single pass.
Instead, Volumetric Shadows techniques must calculate every single light in the scene. This is only feasible if there are few vertices and/or lights.
They also allow you to have sharp and precise shadows, but to make soft shadows you have to do other calculations.
Other techniques:
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