Atmospheric light scattering FAQ: Difference between revisions

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A fairly frequent situation is that one can design something that works for 99% of use cases and takes some performance. Making it work for 99.9% of use cases might take a factor 100 more performance, making it work for 99.99% a factor 10.000 - taking special cases into account quickly requires vastly more expensive techniques.
A fairly frequent situation is that one can design something that works for 99% of use cases and takes some performance. Making it work for 99.9% of use cases might take a factor 100 more performance, making it work for 99.99% a factor 10.000 - taking special cases into account quickly requires vastly more expensive techniques.


So there's a line drawn somewhere. For instance, the urban relief shader is a great way to generate the illusion of many buildings from high up, but if you look into the math of [http://www.science-and-fiction.org/rendering/glsl_11.html Relief maps], you discover that it can't work under shallow view angles. It's equally possible to put explicit 3d models of buildings - but in the same number, they become vastly more expensive to render.
So there's a line drawn somewhere. For instance, the urban relief shader is a great way to generate the illusion of many buildings from high up, but if you look into the math of [http://www.science-and-fiction.org/rendering/glsl_11.html Relief maps], you discover that it can't work under shallow view angles. It's equally possible to put explicit 3d models of buildings into the scene - but in the same numbers, they become vastly more expensive to render - though they work from any angle.


[[Category:Shaders]]
[[Category:Shaders]]
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