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To achieve this, we use a form of ray tracing that allows us to simulate the light. In a brute force approach, we could just go from each pixel to the next pixel and check if we found an occluder. This would involve a lot of computation, as each pixel would need to be checked on each ray. There is a ray for each light in the scene to each pixel on the screen. You see how this escalates into burning GPUs very quickly.
PS: No GPU has been harmed during the development of Mega Giga Cookie Destroyer TD
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