Skip to main content
GameDev.net gamedev.net
🔒 Locked

Logarithmic Shadow Maps

Started by MARS_999 Oct 12, 2006 at 12:48 PM 2 replies 800+ views
Original Post
MARS_999
MARS_999
I have been trying to determine what would be the best way to do shadowmapping for large outdoor areas for use in my RTS game. I currently have just basic shadowmapping and IMO it's not good enough. I read a bit on the Logarithmic Shadow Maps method and if I am reading this paper correctly I need to tessellate the meshes? Now if IIRC with geometry shaders you will be able to tessellate meshes? Website Logarithmic Shadow Maps Anyone implemented this in OpenGL? Thanks [Edited by - MARS_999 on October 12, 2006 3:38:06 PM]
wolf
wolf
This is very cool ... as far as I remember the author announced to post source code on the website at some time.
I think for the real approach mentioned in the power-point slides we need some extensions in hardware ... nevertheless I believe this might become a big thing on next-gen PC hardware :-)

- Wolf
MARS_999
MARS_999
Hey Wolf, I emailed you earlier today about the large outdoor areas. I looked at my ShaderX4 book and don't think that will be good enough... This method looks like the ticket, but like you said hardware isn't there yet AFAIK. I am looking forward to the ShaderX5 book to read the CSM you are working on. BTW would you have any screenshots of large outdoor areas with the CSM implementation you are working on so I can see the results?

wolf
wolf
I am sorry I am not allowed to publish screenshots. As soon as R* allows me to publish screenshots I will do so :-)

Topic Locked

This topic has been locked by a moderator. New replies are not allowed.

Sign in to reply to this topic.