RE: [Algorithms] Current state of shadow maps?
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From: <c.s...@ph...> - 2005-09-08 18:28:39
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Shadowbuffering with PSM and derivatives are very useful for top-down, = constrained views with (read: RTS games) with a fixed single directional = light source (aka. the sun). For this purpose, PSM alone is great and = all you need to have. Their usefulness vanishes the more freedom the = user camera needs to have, ie. when you cannot forbid the user to get = into a dueling frustum.=20 If you need ultimate robustness and must handle all cases on a = consistent basis, I know of no other method other than Tom style = multiple buffers or going stencil, that can guarantee to deliver it. It seems that an opinion I held is still valid Shadowbuffers win the outdoor, daylight scenario: - you will need shadows from trees, which you cannot get with stencil = volumes - the sun covers all screen area and all geometry for which stencil is = expensive - the sun is a directional light source, for which PSM and derivatives = are most effective. Stencil volumes win the indoor/urban, night scenarios (think doom3, or = neverwinter nights for the record) - shadows from vegetation can be neglected. - many omnidirectional light sources, or lightsources with large = frustra, for which shadowbuffer is unoptimal (too many render targets) - most light sources have small screen space extent and world extent, so = stencil is not expensive However shadowbuffers have other qualities that make them attractive = (image based, soft edges), so it would be desireable to use them for all = purposes. It's just a pity that they are so unfeasible for omni lights = (I imagine an army with torches here ...). -----Original Message----- From: gda...@li... = [mailto:gda...@li...] On Behalf Of Remy = Saville Sent: Wednesday, September 07, 2005 3:50 AM To: gda...@li... Subject: [Algorithms] Current state of shadow maps? I'm going to start looking at improving our shadow system which uses plain old shadow maps. I thought I'd ping the list for opinions on what is best these days. It seems Nvidia had a good paper in GPU Gems; Perspective Shadow Maps: Care and Feeding that takes care of most of the PSM issues. However Light Space Perspective Shadow Maps from http://www.cg.tuwien.ac.at/research/vr/lispsm/ seem like they might be even better. Does anybody have any opinions on PSM or LSPSM? I didn't see a lot of LSPSM discussion in the archives. ------------------------------------------------------- SF.Net email is Sponsored by the Better Software Conference & EXPO September 19-22, 2005 * San Francisco, CA * Development Lifecycle = Practices Agile & Plan-Driven Development * Managing Projects & Teams * Testing & = QA Security * Process Improvement & Measurement * = http://www.sqe.com/bsce5sf _______________________________________________ GDAlgorithms-list mailing list GDA...@li... https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list Archives: http://sourceforge.net/mailarchive/forum.php?forum_ida88 |