RE: [Algorithms] Stopping shadow volumes from going through geometry
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From: Joris M. <jor...@pa...> - 2002-11-22 01:11:52
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this is what i mean, in "real-life" this is not possible. Usually the static geom uses some prebaked form of shadowing (lightmap, vertex darkening, whatever) and it will clash with the dynamic shadowcaster. We only want the character to cast shadows on the vicinity using stencil and leave the rest as-is. Ofcourse when your initials are JC and you are making a game called D III things change a bit ;) Joris -----Original Message----- From: gda...@li... [mailto:gda...@li...] On Behalf Of John Pollard Sent: Friday, November 22, 2002 1:31 AM To: gda...@li... Subject: Re: [Algorithms] Stopping shadow volumes from going through geometry Hit 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 ----- From: John <mailto:jo...@3d...> Pollard To: gda...@li... 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 ----- From: Joris <mailto:jor...@pa...> Mans To: gda...@li... 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 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, <mailto:JF...@Bl...> Jay 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 |