From f205de7847da7ae1c10212d82e7042d0100b4ce0 Mon Sep 17 00:00:00 2001 From: dan miller Date: Fri, 19 Oct 2007 05:24:38 +0000 Subject: from the start... checking in ode-0.9 --- libraries/ode-0.9/OPCODE/TemporalCoherence.txt | 32 ++++++++++++++++++++++++++ 1 file changed, 32 insertions(+) create mode 100644 libraries/ode-0.9/OPCODE/TemporalCoherence.txt (limited to 'libraries/ode-0.9/OPCODE/TemporalCoherence.txt') diff --git a/libraries/ode-0.9/OPCODE/TemporalCoherence.txt b/libraries/ode-0.9/OPCODE/TemporalCoherence.txt new file mode 100644 index 0000000..fb85931 --- /dev/null +++ b/libraries/ode-0.9/OPCODE/TemporalCoherence.txt @@ -0,0 +1,32 @@ + +> Hi John, +> +> I know I'll forget to tell you this if I don't write it right now.... +> +> >(2) How is the receiving geometry for the shadow decided? +> +> I wrote about an LSS-test but actually performing a new VFC test (from the +> light's view) is the same. In both cases, here's a trick to take advantage +> of temporal coherence : test the world against a slightly larger than +> necessary LSS or frustum. Keep the list of touched surfaces. Then next +> frame, if the new volume is still contained within the previous one used +for +> the query, you can reuse the same list immediately. Actually it's a bit +> similar to what you did in your sphere-tree, I think. Anyway, now the +O(log +> N) VFC is O(1) for some frames. It's not worth it for the "real" VFC, but +> when you have N virtual frustum to test to drop N shadows, that's another +> story. +> +> Two downsides: +> - You need more ram to keep track of one list of meshes / shadow, but +> usually it's not a lot. +> - By using a larger volume for the query you possibly touch more +> faces/surfaces, which will be rendered in the shadow pass. Usually it's +not +> a problem either since rendering is simply faster than geometric queries +> those days. But of course, "your mileage may vary". +> +> Happy new year ! +> +> Pierre -- cgit v1.1