View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
---|---|---|---|---|---|
0005850 | The Dark Mod | Graphics | public | 21.12.2021 17:16 | 21.12.2021 17:17 |
Reporter | stgatilov | Assigned To | |||
Priority | normal | Severity | normal | Reproducibility | N/A |
Status | new | Resolution | open | ||
Product Version | TDM 2.10 | ||||
Target Version | TDM 2.11 | ||||
Summary | 0005850: Volumetric lights: render to texture then blur | ||||
Description | The reason why original volumetric lights achieved good performance with plausible quality is dithering. While they look nice overall, in some cases (especially with shadows) the dithering becomes apparent. Ideally, we should render each volumetric light to off-screen framebuffer, then blend it on top of the main framebuffer. This allows for several things: 1) Volumetric light can go through low-pass filter (e.g. blur) to make dithering less noticeable. 2) Volumetric light can be rendered with lower resolution, allowing us to use more samples (e.g. 2x lower resolution means 4x more samples). Of course, the operations of the new framebuffer should only affect a subrectangle defined by light scissor. Make sure we don't blur or blit the whole framebuffer for small lights, otherwise there will be huge penalty for having many small lights on screen. | ||||
Tags | No tags attached. | ||||