Understanding Rembrandt: Difference between revisions

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as far as I know it's doing shadows at night just as well. If you drive your ufo to a Rembrandt-defined light source, I think it will cast a shadow also at night. I don't think the shadow part is off just because the sun is down.  
as far as I know it's doing shadows at night just as well. If you drive your ufo to a Rembrandt-defined light source, I think it will cast a shadow also at night. I don't think the shadow part is off just because the sun is down.  
Wrong, Rembrandt is not doing shadows at night time:
https://gitorious.org/fg/flightgear/source/5ccc83566785c9b5b75e8d03579dbd1aa45d7237:src/Viewer/renderer.cxx#L938-939


The conceptual beauty of shadows in Rembrandt is that they're not faked, there's actually a physics computation going on where light in the scene reaches and where it doesn't. The downside is that unless there's a huge amount of filtering going on, that computation is suffering from numerical accuracy so much that it flickers all over the place.
The conceptual beauty of shadows in Rembrandt is that they're not faked, there's actually a physics computation going on where light in the scene reaches and where it doesn't. The downside is that unless there's a huge amount of filtering going on, that computation is suffering from numerical accuracy so much that it flickers all over the place.


the thing about rembrandt & light sources is true, I remember seeing screen shots - but I cannot imagine that the amount of computations for a handful of airports light should be equal to have a "central" light source illuminating everything (aka the sun) ?
the thing about rembrandt & light sources is true, I remember seeing screen shots - but I cannot imagine that the amount of computations for a handful of airports light should be equal to have a "central" light source illuminating everything (aka the sun) ?
I invit you to start FlightGear and enable the Rembrandt shadows and look at your framerate,
then disable Rembrandt shadows and look again at your framerate.
Conclusion: how many FPS costs the Rembrandt shadows ?
(here the answer is 3~5 FPS, so Rembrandt shadows are not the "FPS killer" thing)




Basically, it seems there's no "LOD for shadows" taking place, i.e. computations are heavy/complex despite having any light souces in your vicinity that could have an effect realistically. I would have expected that the corresponding shaders/effects specifically look for light source so that the computations kick in, but otherwise don't - unless, rembrandt is even doin moonlight shadow ?
Basically, it seems there's no "LOD for shadows" taking place, i.e. computations are heavy/complex despite having any light souces in your vicinity that could have an effect realistically. I would have expected that the corresponding shaders/effects specifically look for light source so that the computations kick in, but otherwise don't - unless, rembrandt is even doin moonlight shadow ?
The shadow cascades are acting like "shadows LOD",
you can tweak this setting at runtime and see how Rembrandt shadows are updated.
After that you will conclude that "LOD for shadows" is implemented finally.


== Zero Scenery Tests ==
== Zero Scenery Tests ==
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