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by CoolGuySteve
2830 days ago
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One thing I hope these cores can do is walk a tree that's more general purpose than just volume intersection, like a BSP tree for z-sorting. We could have scenes with exponentially more geometry if the geometry is culled more efficiently. Stuff like walls covered in pipes/debris, cloth that wraps around the model's body as it moves, much more complex and overlapping shadow volumes, etc. |
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Constructing a robust BSP tree is very expensive, because you need exact rational arithmetic and the number of bits grows quite large. You wouldn't want to do that at runtime, so you could only use this for static geometry.
If most of your geometry is opaque, you can already achieve the same reduction in lighting complexity with a Z pre-pass.