Krypton XNA - Culling and Shadow Generation

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Uploaded by on Feb 13, 2011

http://krypton.codeplex.com

This video shows the different culling methods used to reduce CPU and GPU load while drawing light maps with Krypton, and also shows the "stretchy" shadow method used to draw shadows in general.

Krypton uses the following methods to reduce required processing:
* Krypton only generates shadow hulls once, and those hulls are then stretched (not generated) per light to cast shadows
* Shadow hulls are culled per light, so that no hull will cast shadows unless it is in range of a light
* Lights are culled if they are off screen, thus reducing the number of lights and hulls rendered per frame
* When drawing lights, Krypton sets scissor rectangles to ensure only the effected area of the render target is drawn to, reducing the number of pixel-shader hits per light
* Krypton uses a single render target to draw shadows, unlike most engines which need to swap between render targets each time a light is drawn.

I haven't the time to record audio for this video, as I'm still writing Krypton's documentation, so see if you can spot the different methods I've listed above in the video!

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