Original Post
I've read the paper, but I'm a bit confused. Is it just another approach to soft shadows but with better performance, or can it improve the resolution of the shadow map? (like LisPSM,...)
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D3DTEXF_NONE
Mipmapping disabled. The rasterizer should use the magnification filter instead.
D3DTEXF_POINT
Point filtering used as a texture magnification or minification filter. The texel with coordinates nearest to the desired pixel value is used. The texture filter to be used between mipmap levels is nearest-point mipmap filtering. The rasterizer uses the color from the texel of the nearest mipmap texture.
D3DTEXF_LINEAR
Bilinear interpolation filtering used as a texture magnification or minification filter. A weighted average of a 2 × 2 area of texels surrounding the desired pixel is used. The texture filter to use between mipmap levels is trilinear mipmap interpolation. The rasterizer linearly interpolates pixel color, using the texels of the two nearest mipmap textures.
D3DTEXF_ANISOTROPIC
Anisotropic texture filtering used as a texture magnification or minification filter. Compensates for distortion caused by the difference in angle between the texture polygon and the plane of the screen.
D3DTEXF_PYRAMIDALQUAD
A 4-sample tent filter used as a texture magnification or minification filter.
D3DTEXF_GAUSSIANQUAD
A 4-sample Gaussian filter used as a texture magnification or minification filter.
D3DTEXF_FORCE_DWORD
Forces this enumeration to compile to 32 bits in size. Without this value, some compilers would allow this enumeration to compile to a size other than 32 bits. This value is not used.
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Original post by vx7johmi
However, the technique seems to be VERY sensitive to high
depth-complexity... Any trix here, or is it just the way it is??
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Original post by Enrico
Is it possible to implement this method on SM2.0 cards like a Radeon9800Pro oder X800? I am not quite sure because of the floating point texture filtering...
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Original post by Enrico
When can we expect a demo? :)
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Original post by Enrico
The fxcomposer workspace does not show anything for me (X800XT, Cat 6.2) :(
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Original post by AndyTXYou naturally can't use hardware floating point texture filtering on cards that don't support it (i.e. all ATI and anything before GF6 series). However it's easy to emulate bilinear filtering in the shader, and pre-processing (blurring) the shadow map works everywhere. The only things that you'll lose are aniso and mipmapping... both of which *could* be emulated in the shader if required.
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Original post by EnricoOk, I have to rephrase my question: What is the advantage of VSM on hardware without floating point texture filtering?
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Original post by Enrico
Can you tell me please, what I need to change to get bilinear filtering for my card?
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