,p_enableShadowing("EnableShadowing","Enable Hard Shadows (Expensive!)",false,AbstractProcessor::INVALID_RESULT|AbstractProcessor::INVALID_SHADER|AbstractProcessor::INVALID_PROPERTIES)
* Performs ray casting using acceleration data structure. Also, the number of control instructions which is used is reduced to increase the execution performance on the gpu.
* The method is similar to [THGM11] paper. First, the data to be rendered is voxelized and stored in a 2D texture (each element of the texture is a 32-bit int. So, each element of the texture
* can store 32 ). Then, a hierarchy is generated to increase the ray-rendering
* [THGM11] Sinje Thiedemann, Niklas Henrich, Thorsten Grosch, and Stefan Müller. 2011. Voxel-based global illumination. In Symposium on Interactive 3D Graphics and Games (I3D '11). ACM, New York, NY, USA, 103-110. DOI=10.1145/1944745.1944763 http://doi.acm.org/10.1145/1944745.1944763