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Shadow artefacts

Started by Reita May 15, 2003 at 6:12 AM 7 replies 600+ views
Original Post
Reita
Reita
Stencil shadow volumes were one of the things I implemented into my engine about two weeks ago, yet I have been unable to find a solution for a problem I''m facing with my implementation. As you can see in the image above the shadows for those ants are rendered alright. The problem are those dotted lines, which have their origin at the ant''s position - very annoying. Now it''s interesting that if I change the position of camera they move, too, so it has nothing to do with the extrusion along the light direction-vector Concerning my rendering-method: I''m generating the shadow volumes through extruding the light-facing triangles about 1000 units. These volumes are then rendered using a Z-fail approach. Any ideas? You can download the demo here. Thanks in advance, Stephan
Ysaneya
Ysaneya
Worked well on a Radeon 9700. Average 150 fps. No artifacts here.

Y.
Crawl
Crawl
Looks great. No artifacts here....

~10-15 fps on a fill-rate-challenged Radeon 7000....

-Crawl
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Agentidd
Agentidd
I have no artifacts. My only complaint would be the rigidness of the shadows. But considering the models... im sure the shadowing is acurate. If thats the LOD the models will be.. how hard would it be to make the shadows.... hmm... ''fuzzier'' i geuss would be the word. A little "noise" Basically fake the shadows a little, so not to draw attention to low res of the ants. I''m asking more out of curiosity''s sake.

I''m getting 45 - 50 frames a sec
Athlon 900
1 gig pc133
geforce 2 gts

BTW, its looking great.

-DD
eldee
eldee
yeah, im using a GF2 GTS and i didnt get any artifacts either...
average fps was around 50-60.
i think it''s looking fantastic so far, keep it up.
i really like how smooth your collision detection is interpolated.. i see way too many demos these days where the model just "jerks" around the landscape as it ajusts to the pixel/vertex directly underneath. i really like your camera system so far, but have one suggestion- when your ant goes down a large hill, the camera stays behind it (so you cant see him anymore). if you''re able to tell when there''s a hill or object blocking the view and tilt the camera up some, that''d be fantastic.

keep it up.. hope you squash your bug (pun intended )

-eldee
;another space monkey;
[ Forced Evolution Studios ]

::evolve::

Do NOT let Dr. Mario touch your genitals. He is not a real doctor!

Reita
Reita
quote:
Original post by Agentidd
how hard would it be to make the shadows.... hmm... ''fuzzier'' i geuss would be the word. A little "noise" Basically fake the shadows a little, so not to draw attention to low res of the ants.


Well, you''re right the shadows are too perfect - but that''s a "problem" in connection with stencil shadow volumes. Hmmm, I''ll try to do a bit research when I finally get a new gfx-card, my GeForce 2 MX is a bit too limited

Reita
Reita
quote:
Original post by eldee
i think it''s looking fantastic so far, keep it up.



Thanks a lot

quote:
Original post by eldee
i really like your camera system so far, but have one suggestion- when your ant goes down a large hill, the camera stays behind it (so you cant see him anymore). if you''re able to tell when there''s a hill or object blocking the view and tilt the camera up some, that''d be fantastic.


Good suggestion, I''ll see what I can do - basically casting a ray from the camera''s position to the ant should be a good base for fixing this sort of problem ...
Reita
Reita
quote:
Original post by Anonymous Poster
no problems here either.

what''s your setup hardware/driver version wise?


GeForce 2 MX400 32MB, Detonator 43.45

It''s pretty strange that I''m the only one with that problem ... On the other hand it''s cool that it''s only limited to me, it seems

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