RE: [Algorithms] Stopping shadow volumes from going through geometry
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From: Joris M. <jor...@pa...> - 2002-11-22 00:04:14
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this is the answer i see all the time when ppl ask this question (please dont take this personally), but as we all know this doesnt solve it, even with the ledge casting a shadow you will get "double shadowing" under the ledge. So if anyone has a way of solving this which does not require stencil-shadowing the entire scene ;) please reply as i dont know it either :| Joris -----Original Message----- From: gda...@li... [mailto:gda...@li...] On Behalf Of Gilles Marion Sent: Thursday, November 21, 2002 10:17 PM To: gda...@li... Subject: Re: [Algorithms] Stopping shadow volumes from going through geometry Hi, I think the ledge should also cast its shadow onto the ground, no ? If so, it doesn't matter if the shadow volume is extruded past the ledge. If fillrate is your bottleneck, think about clipping (cpu intensive), or try setting the far side of the shadow volume nearer from the character. If it's a sun-like light, radiosity of the environment should make look that correct to your eyes. Gilles. ----- Original Message ----- From: Fong, Jay <mailto:JFong@Blackisle.com> To: 'gda...@li...' Sent: Thursday, November 21, 2002 9:29 PM Subject: [Algorithms] Stopping shadow volumes from going through geometry Hello, I was wondering if there is some way to prevent shadows, generated by the stencil shadow volume technique, from being extruded through other objects in the scene? e.g. a character standing on an overhanging ledge above ground casts a shadow on the ledge but also onto the ground below the ledge. I thought about clipping the extruded shadow polys against the world geometry but I'm hoping for a more elegant (i.e. simpler) solution since our world geometry is quite dense. Any solutions or links/pointers to papers related to this issue would be much appreciated! Thanks, Jay |