Shadow mapping is a process by which shadows are added in 3D graphics scenes.

learn more… | top users | synonyms

0
votes
2answers
59 views

Single texture or one texture per light for shadow mapping

The basic implementations of shadow mapping that I have seen create a depth texture for each light source affecting the scene. I'm just curious as to why this might be done rather than using and ...
1
vote
1answer
70 views

Shadow Map field-of-view

I'm implementing a shadow map algorithm with a spotlight (a spotlight that always "looks" at a given object). My issue is that for some configuration, part of the object the light is "looking at" is ...
1
vote
1answer
73 views

Reflection and shadows in OpenGL

I'd like to implement shadows and reflective surfaces in my OpenGL app. I already have ideas which I will provide below. But I would like to ask someone more experienced than me before I put too much ...
0
votes
0answers
24 views

Shadow bias selection with moving light

I've been looking at shadow mapping and although I managed to get them to work selecting an appropriate bias. The problem is when I start moving the light. The shadows work fine for not extreme ...
1
vote
1answer
69 views

How to make other semantics behave like SV_Position?

I'm having a lot of trouble with shadow mapping, and I believe I've found the problem. When passing vectors from the vertex shader to the pixel shader, does the hardware automatically change any of ...
1
vote
1answer
47 views

Depth Map resolution shifting

the problem is with shadow mapping as you can see, actually it works fine but in a certain condition that the Depth Map size must be equal to the size of rendering buffer, I use an infinite ...
1
vote
1answer
146 views

Shadow map: depth texture always returns 0

I'm implementing a shadow map for the sun light in my voxel engine using a depth texture attached to a framebuffer. But when I sample the depth texture during the normal pass, the value returned is ...
2
votes
1answer
207 views

How do I fit the camera frustum inside directional light space?

I'm trying to improve the coverage of a shadow map for a directional light. Currently, it works great if the camera is looking straight down. However, if the camera is close to the ground and looking ...
3
votes
0answers
207 views

OpenGL Shadow Mapping from directional light [closed]

I have read this tutorial: http://www.opengl-tutorial.org/intermediate-tutorials/tutorial-16-shadow-mapping/ I wonder, is this the current best technique for generating shadows in an arbitrary 3D ...
0
votes
0answers
106 views

Implementing Exponential Shadow Mapping

I've been following the tutorials (link1) and (link2) to implement Shadow Mapping. However, I'm getting shadowing artifacts which are quite ugly. I've done some research, and found that ESM ...
1
vote
1answer
304 views

Cascaded shadowmapping problem with split distances

I'm doing cascaded shadow mapping and I have problem. From the cameras position, the splits are [camPos, 6], [camPos+6, 12], [camPos+12, 18] and [camPos+18, 100]. The "mSplitDistance" variable is the ...
-1
votes
2answers
104 views

GL ARB Shadow Ambient Extension is not supported

I'm trying to build a game engine with LWJGL under Java. I'm want to implement Shadowmapping, but I'm stuck with the tutorials from Oskar Veehoek (here, specifcally). When I try to use the shadow ...
2
votes
1answer
79 views

Compare world space distance to shadow map depth

I am rendering shadow maps to cubemaps (just rendering raw depth buffer) then projecting them to the scene to do omni-directional shadow mapping. The cubemap is sampled by the light direction vector ...
0
votes
1answer
95 views

Rendering to specific face of a cubemap

I have working omnidirectional shadow maps for point lights. Rendering a shadow map for one point light consists of rendering the scene to 6 separate rendertargets, then send those render target ...
0
votes
0answers
96 views

Calculate parameters for orthographic matrix for directional shadow mapping

I am struggling with how I can fit my scene in an orthographic projection, based on what is visible by the camera. All tutorials so far explain almost everything in perfect detail, and then for the ...
0
votes
0answers
76 views

Shadow Mapping: How to calculate Axis Aligned Bounding Box?

I am trying to implement Shadow Mapping, which is actually working with an AABB that always covers my entire scene, but (obviously) it gives very blocky graphics. So I figured I need to calculate a ...
1
vote
0answers
113 views

Shadow maps, reducing “shimmering”

I'm doing shadow maps, and my shadows move around, "shimmer", when I move around the camera. It is difficult to spot on still images but very much noticable in motion. I read an MSDN article ...
1
vote
0answers
188 views

Shadow mapping implementation not working?

I am trying to implement Shadow Mapping in my program using Java/LWJGL/OpenGL/GLSL, but I cannot get it to work properly. Let's start off with a screenshot first, then the relevant code and lastly ...
0
votes
1answer
107 views

Get the 8 corners of camera frustrum?

I'm doing shadow mapping for directional lights and I'm trying to get 8 corners of the camera frustrum as a bounding box for the geometry, but I have no idea how. The goal is like in the image below ...
0
votes
1answer
321 views

Directional shadow mapping view/projection matrices

I've got shadow mapping with directional lights working, but I believe I am constructing the view/projection matrices wrong. Here's how I build them: Mat4 viewMatrix = ...
0
votes
0answers
403 views

Shadow mapping shader sanity check

I'm making spotlight shadow mapping for OpenGL 4.3 deferred renderer and I do not get the desired results. Here's my fragment shader used to calculate spotlight and shadows for one spotlight: ...
2
votes
2answers
376 views

Shadow mapping with directional light?

I'm doing shadow mapping in my OpenGL 4.3 deferred renderer, and I'm starting with directional lights believing it to be the easiest. What I do not understand is how the view projection matrix is to ...
1
vote
1answer
204 views

Slope scaled depth bias with normal maps

I'm using a slope scaled depth bias to reduce shadow acne with shadow maps. However, it's causing artifacts when used with normal mapped surfaces because the bias varies over the surface, where it ...
1
vote
1answer
149 views

Center directional light shadow to the cameras eye

I'm currently drawing my directional light shadow using this view and projection: XMFLOAT3 dir((float)pitch, (float)yaw, (float)roll); XMFLOAT3 center(0.0f, 0.0f, 0.0f); XMVECTOR lightDir = ...
5
votes
1answer
757 views

Exponential Variance Shadow Mapping - implementation

I use a variance shadow mapping with a "standard" light bleeding fix in my graphics engine which is based on deferred rendering.. I have a single shadow map for a directional light beacause a test ...
1
vote
1answer
189 views

Calculating shadowmap coordinates for cubemap in shading pass?

I'm trying to implement shadow mapping with cube maps. I believe I've done the first stage by filling the cube map, but for the final shading pass I am unsure how to exactly calculate the cubemap ...
2
votes
1answer
556 views

Use depth bias for shadows in deferred shading

We are building a deferred shading engine and we have a problem with shadows. To add shadows we use two maps: the first one stores the depth of the scene captured by the player's camera and the ...
4
votes
2answers
188 views

Shadowmap first phase and shaders

I am using OpenGL 3.3 and am tryin to implement shadow mapping using cube maps. I have a framebuffer with a depth attachment and a cube map texture. My question is how to design the shaders for the ...
3
votes
0answers
97 views

PCF shadow shader math causing artifacts

For a while now I used PCSS for my shadow technique of choice until I discovered a type of percentage closer filtering. This method creates really smooth shadows and with hopes of improving ...
1
vote
1answer
528 views

shadow mapping and linear depth

I'm implementing ominidirectional shadow mapping for point lights. I want to use a linear depth which will be stored in the color textures (cube map). A program will contain two filtering techniques: ...
2
votes
1answer
403 views

Shadow mapping with deffered shading for directional lights - shadow map projection problem

I'm trying to implement shadow mapping to my engine. I started with directional lights because they seemed to be the easiest one, but I was wrong :) I have implemented deferred shading and I retrieve ...
3
votes
1answer
664 views

Shadow mapping does not work correctly using GLSL shaders

I'm a beginner in shadow mapping. I have in my scene two meshes : a cube and a floor. The scene is lighted by a single point light. Here's for the following display the light properties : ...
1
vote
0answers
123 views

Simple shadow casting in 2.5D game

I am trying to build simple game and I just bumped on some logical problem that I am sure many of you already came across. I have a plane - floor and several sprites-trees that have tree texture on ...
0
votes
0answers
93 views

Shadow Mapping Wrong Results

Since 2 days, i'm trying to figure out whats wrong with my shadow shader. The shadow map is drawn correctly, just the projection on to the scene is not working. The Vertex Shader Code seems fine: ...
2
votes
1answer
101 views

Cascaded Shadow Maps: clipping against scene bounds

I just implemented an initial version of CSMs based on the MSDN articles Common Techniques to Improve Shadow Depth Maps and Cascaded Shadow Maps. I fit the shadow projection to the view frustum, and ...
2
votes
1answer
526 views

Rendering lightmaps at runtime

I'm creating a procedural terrain system for Unity. And I'm looking for ways to efficiently cast self-shadows on it. If it wasn't procedural, I could simply bake a lightmap using Beast. But, I can't ...
2
votes
1answer
125 views

The math behind Variance Shadow Maps - moments

I am not asking how to implement them (that's not particularly difficult), but I'm having a bit of trouble understanding why the moments used in Chebyshev's inequality (indirectly) are equal to the ...
0
votes
0answers
151 views

Shadow-casting through time acting in “reverse” before next notciable shadowmap update

question was re-written to better explain the problem I have a scene of big thin parallelepiped, small cube, and a light source, all aligned on Y axis, like so: _ | | | |----[ ]----Light |_| Both ...
0
votes
0answers
259 views

directional light and shadow mapping

I use a single shadow map for a small demo scene. A scene is illuminated by a directional light. I need to set appropriate projection and view matrices for a light space. I use an orthographic ...
2
votes
1answer
157 views

Shadowmapping theory question

I think im on good way to grasp the complete concept of simple hard-edged shadowmapping! The thing i find the hardest to grasp though is about the individual shadow-render for each light... Since the ...
0
votes
1answer
175 views

Shadowmap moving with camera

I am trying to shadowmap a large terrain, I position my light that it is always at the position of the player and looking at the player, the problem is that the shadows now move with the player, I ...
1
vote
1answer
368 views

GL_EXT_shadow_samplers killing my shader

I have the following fragment shader for my scene #extension GL_EXT_shadow_samplers : require ... vec4 color = texture2D(uTextureUnit0, varTexCoord0); if (colorTransformEnabled != 0) { vec3 ...
0
votes
2answers
628 views

Tutorials for shadow mapping with multiple point lights in XNA [closed]

I've been trying to crack this problem for a while now and I'd like to know if there's a tutorial or two out there that can help me with this. I know how to do shadow mapping with a single light, and ...
4
votes
2answers
346 views

Shadow artifacts caused by filtering

I'm working on a shadow-mapping implementation for an OpenGLES 2.0 environment (Stage3D in Flash to be exact). This is how my current implementation works: Render the scene to backbuffer. Render ...
2
votes
1answer
249 views

How to transform a shadow map to camera view?

I'm making a rendering engine as a hobby to learn more about 3D. I have a deferred renderer with the G-buffer (color, normal and depth). I also have a lighting controller that uses only spotlights at ...
1
vote
1answer
497 views

samplerCubeShadow and texture offset

I use sampler2DShadow when accessing a single shadow map. I create PCF in this way: result += textureProjOffset(ShadowSampler, ShadowCoord, ivec2(-1,-1)); result += textureProjOffset(ShadowSampler, ...
1
vote
1answer
257 views

multipass shadow mapping renderer in XNA

I am wanting to implement a multipass renderer in XNA (additive blending combines the contributions from each light). I have the renderer working without any shadows, but when I try to add shadow ...
4
votes
1answer
358 views

Shadow mapping: what is the light looking at?

I'm all set to set up shadow mapping in my 3d engine but there is one thing I am struggling to understand. The scene needs to be rendered from the light's point of view so I simply first move my ...
4
votes
1answer
1k views

Custom shadow mapping in Unity 3D Free Edition

Since real time hard and soft shadows are Unity 3D Pro only features I thought I will learn Cg programming and create my own shadow mapping shader. But after some digging I found that the shadow ...
3
votes
1answer
772 views

First-Time GLSL Shadow Mapping Problems [closed]

I'm working on building out a 2.5D engine and having massive problems getting my shadows working. I'm at a point where I'm VERY close. So, let's see a picture to see what I have: As you can see ...