Re: [Algorithms] Stopping shadow volumes from going through geometry
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From: John P. <jo...@3d...> - 2002-11-22 00:34:12
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MessageHit reply too fast :-O >>You don't even need to make the entire scene cast shadows Actually, the character's shadow will still go through the wall. But = you can simply make the wall cast shadows as well. Since it's blocking = imcoming light, it works. And no double darkening. ----- Original Message -----=20 From: John Pollard=20 To: gda...@li...=20 Sent: Thursday, November 21, 2002 6:23 PM Subject: Re: [Algorithms] Stopping shadow volumes from going through = geometry You won't get the double darkening if you do all your shadowvolumes at = once at the end, and do the fullscreen quad to darken, but it still = doesn't solve the problem completely, as the ledge will now go through = walls, and it's a never ending process, unless like you said, the whole = scene cast shadows. But this method is such a pain, and you never = really fix all the problems. Our shadowvolumes actually block imcoming light, so the problem goes = away (which is how most people are doing it these days I'm assuming). = The drawback, is you have to interleve your light rendering code between = the shadowvolume rendering. The advantage, is all those problems go = away. You don't even need to make the entire scene cast shadows. = Everything just works. ----- Original Message -----=20 From: Joris Mans=20 To: gda...@li...=20 Sent: Thursday, November 21, 2002 6:04 PM Subject: RE: [Algorithms] Stopping shadow volumes from going through = geometry 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=20 of the shadow volume nearer from the character. If it's a sun-like light, radiosity of the environment should make = look that=20 correct to your eyes. Gilles. ----- Original Message -----=20 From: Fong, Jay=20 To: 'gda...@li...'=20 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 |