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Shadow map problem

Started by Boruki Feb 16, 2007 at 3:07 AM 2 replies 1.4k views
Original Post
Boruki
Boruki
I have a question on positioning of shadow maps within games. I currently have a simple system that works, as shown in the picture below: http://i105.photobucket.com/albums/m230/Boruki/dimensia84.jpg However, the point of projection is fixed over the player model, which means that only things quite close to the player model get shadowed. What do most people do to shadow entire scenes? I've been looking around at other shadow mapping tutorials and such, but most use a fixed position. Thanks for any help/suggestions in advance.
jrmcv
jrmcv
look at trapezoidal shadow mapping. It distorts the shadow map so that the area closest to the camera has a higher resolution. I think this is what quite a lot of people do for outdoor scenes.

http://hungryspoon.com/PX_web/paper/shadow%20mapping/
Boruki
Boruki
Thanks, I'll read up on that :).

Any comments/suggestions on distance for shadowing are welcome too.
Schrompf
Schrompf
The basic method of doing large-scale outdoor shadows is a orthogonally projected shadow map. The shadow map stretched over a very large area then, resulting in a very low shadow resolution. Building on that there are several methods to improve shadow map resolution close to the viewer. Light Space Perspective Shadow Mapping and the Trapezoidal Shadow Mapping mentioned before work by applying a pespective transform on the shadow map projection. Cascaded Shadow Mapping or Parallel Split Shadow Mapping work by using multiple shadow maps for different distances. There are more techniques, but I don't recall their names.

Personally I use a technique presented in a thread here at Gamedev.net: http://www.gamedev.net/community/forums/topic.asp?topic_id=405955&whichpage=1 . It works by appying a circular distortion to the shadow map much like a fish eye lense that makes objects close to the viewer larger on the shadow map, thus improving the shadow resolution.

Advantages: single pass, single shadow map. Does not depend on the view angle, does have a performance hit close to zero.

Disadvantages: nonlinear distortion, resolution improvement is limited by distortion artifacts.

Bye, Thomas
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Gonna try that "Indie" stuff I keep hearing about. Let's start with Splatter.

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