Original Post
I have a 3D engine up and running for cars simulation (OpenGL, simple texturing, 1 light: the sun, a town of 3km x 2km). I'm trying to add shadow mapping but I feel like in a labyrinth. Here is where I am: My original 3D engine image:
Added shadow mapping using "classical, brute force Shadow mapping": http://img150.imageshack.us/img150/6685/ombrexs9.jpg
# first pass: - depth image from the sun is calculated using a Frame Buffer Object ( with polygon offset ) #second pass: - a GLSL shader use the depth texture to render the final image ( shadow2D ) Well, it's the entrance of the maze. The exit of the maze is: - I would like to have that shadows not depending on the view position - for static objects perhaps not calculating shadow maps every frame but only at initialization (but a shadow map texture is maximum 4096x4096 and the town is some km squares) - and of course avoid that "aliasing problem" (is it an aliasing problem on the cars ?) I have the feeling that Perspective Shadow Mapping (PSM), Trapezoidal Shadow Mapping (TSM), Light Space Perspective Shadow mapping (LiSPSM) ... Could help to reduce the aliasing problem. But as said in that thread, it's probably not the solution for large environments !? While Percentage Closer Filtering (PCF) or Variant Shadow Mapping (VSM) are needed to create "soft shadows" and could reduce the aliasing problem ? And partitionning methods could be the clue of large environment shadowing ? Does anyone have a map of the labyrinth ? My references are: The basic concept (the naked truth): Reeves 87 Recent tutorials: paulsprojects gametutorials (not free anymore ?) Shadow mapping + GLSL Wrapping methods: PSM (inria) PSM (inria) recipe PSM Care and feeding (nVIDIA) Trapezoidal Shadow Maps (TSM) Trapezoidal Shadow Map recipe : Logarithmic Shadow Maps (LogSM) and ppt: Logarithmic Shadow Maps (excellent introduction to all methods) Warping and Partitioning for Low Error Shadow Maps A Robust Alternative to Perspective Shadow Mapping [Edited by - jmaupay on September 12, 2006 1:06:21 AM]
Added shadow mapping using "classical, brute force Shadow mapping": http://img150.imageshack.us/img150/6685/ombrexs9.jpg
# first pass: - depth image from the sun is calculated using a Frame Buffer Object ( with polygon offset ) #second pass: - a GLSL shader use the depth texture to render the final image ( shadow2D ) Well, it's the entrance of the maze. The exit of the maze is: - I would like to have that shadows not depending on the view position - for static objects perhaps not calculating shadow maps every frame but only at initialization (but a shadow map texture is maximum 4096x4096 and the town is some km squares) - and of course avoid that "aliasing problem" (is it an aliasing problem on the cars ?) I have the feeling that Perspective Shadow Mapping (PSM), Trapezoidal Shadow Mapping (TSM), Light Space Perspective Shadow mapping (LiSPSM) ... Could help to reduce the aliasing problem. But as said in that thread, it's probably not the solution for large environments !? While Percentage Closer Filtering (PCF) or Variant Shadow Mapping (VSM) are needed to create "soft shadows" and could reduce the aliasing problem ? And partitionning methods could be the clue of large environment shadowing ? Does anyone have a map of the labyrinth ? My references are: The basic concept (the naked truth): Reeves 87 Recent tutorials: paulsprojects gametutorials (not free anymore ?) Shadow mapping + GLSL Wrapping methods: PSM (inria) PSM (inria) recipe PSM Care and feeding (nVIDIA) Trapezoidal Shadow Maps (TSM) Trapezoidal Shadow Map recipe : Logarithmic Shadow Maps (LogSM) and ppt: Logarithmic Shadow Maps (excellent introduction to all methods) Warping and Partitioning for Low Error Shadow Maps A Robust Alternative to Perspective Shadow Mapping [Edited by - jmaupay on September 12, 2006 1:06:21 AM]