Comments on: Shadows – Thoughts on Ellipsoid Light Shadow Rendering <q>Would you mind sharing what the performance impact of moving the transformations from the geometry to vertex shader was?</q> Just saw this. It really depends on the underlying platform. I would expect this to help on latest GPUs ... it is probably slower but let's say first generation DX10 GPUs and ... some integrated GPUs ... that might be 30 - 40% in ms. Culling is super important ... sphere sphere culling is good, where one sphere is the point light sphere. Would you mind sharing what the performance impact of moving the transformations from the geometry to vertex shader
was?

Just saw this. It really depends on the underlying platform. I would expect this to help on latest GPUs … it is probably slower but let’s say first generation DX10 GPUs and … some integrated GPUs … that might be 30 – 40% in ms.
Culling is super important … sphere sphere culling is good, where one sphere is the point light sphere.

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By: Daniel/2011/02/28/shadows-thoughts-on-ellipsoid-light-shadow-rendering/#comment-1100 Daniel Mon, 28 Feb 2011 17:30:11 +0000