
4. Realistic Volumetric Explosions in Games 61
Shrink Wrapping-On/O Comparison
Time Taken (ms)
On
O
50
0.369
1.102
100
0.553
1.45
250
1.328
4.541
500
2.268
10.804
Figure 4.9. See how the shrink wrapping optimization improves the render time. All
numbers were captured using a GTX980 (driver v344.11). Timings were averaged over
200 frames.
back buffer just before rendering an explosion, then, once the explosions have
been rendered, up-sampling the texture associated with the low-resolution render
target by rendering it to the full-resolution back buffer.
There are several corner cases to be aware of—depth testing and edge inter-
sections to name a couple—that are out ...