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

learn more… | top users | synonyms

0
votes
2answers
1k 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 ...
0
votes
1answer
76 views

Why does lightmapping take so long compared to real time shadows?

I am using Unity 5. As a test, I set the realtime shadow resolution to max and the distance to cover my entire scene with no cascades. As expected, it lagged severely, but I could still move the ...
1
vote
0answers
56 views

Front Face Culling with Shadowmapping

To avoid shadow acne I usualy use front face culling which works great. But for my current implementation the mesh is a quite complex terrain (depending on the lod level) and than the shading (dot ...
1
vote
1answer
158 views

Implementing Shadow Mapping in Python and OpenGL 2.1

I am trying to create a little shadow mapping demo. My code is currently divided into three rendering passes: Pass 1 - Create the depth texture that will be used for shadow mapping on an offscreen ...
4
votes
0answers
66 views

How do I align the cube in which shadows are computed with the view frustrum? (“View Space aligned frustum”)

Short and concise: Given 8 world space positions that form a cube of arbitrary size, position and orientation and given an arbitrary light direction. How do I compute the View and Projection matrix ...
1
vote
2answers
84 views

Rendering order of shadowing point lights?

I'm implementing shadow mapping in my deferred rendering engine. I've got spot lights working, and now I'm working on point lights. Currently, I do it like this: // Loop through the point lights for ...
4
votes
1answer
76 views

Only one object rendered to FBO for Shadow Map

I've been playing around with rendering shadow maps using FBOs in OpenGL. I set up a simple directional light in my engine and managed to get a shadow map rendered. My Scene is a big castle and the ...
4
votes
3answers
166 views

Can't find the solution to the “shadow acne” problem

This is how it looks now: This is the code that generate the shadow matrix an shaders source: void shadow::calculateShadowMatrixFromLightPointOfView(vector3f lightPosition, vector3f ...
0
votes
1answer
58 views

My point light shadows only really work if my point light is at the world origin (0,0,0)

When I move the light, the shadows will fall apart as if their occluders aren't occluding them in certain areas. For example, in the following scene, I move a pointlight 400 units down the Z axis, I ...
1
vote
1answer
60 views

HLSL pixel inside a view (cascaded shadowmapping)

I'm figuring out shadowmapping in HLSL (see also this question). I understand that I need projection matrices for each cascading shadowmap. I use this code to create the projections: Matrix ...
1
vote
1answer
103 views

HLSL Shadowmap shader for large scale environments

I'm working on a racing game in Monogame. The game runs fine so far using Monogame's BasicEffect (link to video). I wanted to add shadows so I implemented a shadowmap using this as a base. and a ...
1
vote
0answers
35 views

Direct3D11: Directional Shadow Maps

I've recently implemented shadow maps on my project. However, I'd like to add a feature that allows the light direction to be dynamically changed, so that the terrain can be viewed using different ...
3
votes
1answer
65 views

Issues with depth calculation in HLSL shader

I'm currently trying to implement shadow maps in my graphics framework. I ran into an issue with depth calculations I wasn't able to solve myself (yet). I did a lot of testing and debugging and think ...
5
votes
0answers
478 views

How can I compensate for camera rotation changing PCSS penumbras?

I am implementing PCSS and I am using a directional light. The directional light volume is clamped to the camera frustum (as is typical with directional lights). So when the camera rotates, the ...
2
votes
0answers
47 views

Consistent Shadow Map Filtering

I want to filter my shadow map generated by PSSM, but the problem is that I have a inconsistent filter size. The problem is that the shadow map sources rotate to find the best fit for the camera ...
2
votes
2answers
443 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 ...
3
votes
0answers
52 views

Virtual infinite plane in shadow map

I have a WebGL deferred rendering pipeline, where I'm rendering shadow map with VSM technique. The goal is that the scene, or model, is hovering in space, and in addition to casting shadow on itself, ...
2
votes
1answer
199 views

How to attach a framebuffer to a whole cube map from a GL_TEXTURE_CUBE_MAP_ARRAY?

I'm trying to make shadow cube maps in an array. I want to draw each shadow map with a single pass using a geometry shader, which I read about here: ...
1
vote
0answers
24 views

Directional light view frustum stabilisation

Calculating directional light view frustum based on scene objects(bounding frustum) results in noticeable scene jittering on camera movement in CSM and non-CSM rendering code paths. What are the ...
1
vote
0answers
26 views

DirectX 9 Light projection

I am trying to see changes of component 'z' from light space. In vertex shader component 'z' divide 'w' is not 0. But after sending float4 with texcoord1 to pixel shader its 0. All matrices are good. ...
0
votes
0answers
93 views

How do I calculate the matrices required for cascaded shadow maps?

I'm trying to switch over to Cascaded Shadow Maps (CSM'S/PSSM's), however this topic is quite complex and I'm not quite getting the expected results. Note: I already have a functioning standard ...
1
vote
2answers
163 views

Clip shadow frustum to scene bounds

I have a global light in my scene. It casts shadows using shadow mapping and has an associated camera (for rendering to the shadow map). I'm going to refer to it as my "shadow camera" from now on. I ...
3
votes
0answers
118 views

Shadow mapping - Can't get the right texture coordinates

I'm trying to implement shadow maps for Spotlight's, but alas I can't get them to work. I have verified that my fragment shader is getting the shadow map texture. I can sample from it in the ...
0
votes
1answer
86 views

Generate Mesh of Shadow Volume

Given a mesh, I want to generate another mesh that is effectively a shadow volume of this mesh. I am looking for an algorithm/solution/implementation/reference that can do this under the following ...
29
votes
1answer
3k views

Why is shadow mapping the standard?

Though I am a programmer by trade, I have barely touched game development at all. I've had this question for some time, and now that I'm looking into game development I thought it would be a good time ...
2
votes
1answer
912 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 ...
1
vote
1answer
603 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 ...
3
votes
0answers
221 views

OpenGL Depth Cubemap with Geometry Shader Not Rendering Correctly

I was having some trouble with cubemaps in OpenGL, and was hoping to get some help. I've been following a tutorial about point light shadow mapping using cubemaps, where a geometry shader is used to ...
2
votes
0answers
69 views

How do you fix wobbling shadow edges?

I've implemented an omni-directional shadow map and I've noticed a rather unwanted behaviour on the shadows. It seems like when the angle between the occluded points and the light source is really ...
3
votes
0answers
136 views

How do I sample a cubic shadow map in DirectX 11?

I've implemented a cubic shadow map for dealing with omni-directional light sources in my scene. By defualt it produces hard shadows Obviously a shadow map with higher resolution (currently using ...
7
votes
0answers
477 views

Variance shadow maps don't want to render properly

I've implemented VSM (and also ESM) in my engine but results are for me not as I expected and saw in many examples published on network. I set filtering of shadow maps to GL_LINEAR but when I compare ...
0
votes
0answers
77 views

LWJGL - First time trying to implement shadow mapping

It's my first time when I implementing shadow mapping. My problem is shadows don't work in any way. First I just render all of the object to a FBO with simple shader. shadowMapGenerator.vs: #version ...
0
votes
2answers
344 views

Disable/Remove Warning about a not bound Render Target View

So to render into my shadow map depthstencil buffer i only bind a DepthStencilView to the Output Merger. Like this m_pContext->OMSetRenderTargets(0,0, m_pShadowMapDV); ...
2
votes
1answer
122 views

What can cause shadow slicing while moving camera?

Can't explain better than with video: https://youtu.be/4nIMIL6w-0M The effect I'm trying to achive is a simple fog of war. See, I have a point light casting shadows on a plane. The plane has a ...
0
votes
2answers
199 views

Directional light and finding relevant shadow casters

Right now when culling the models to render for the directional light shadow map pass I just do a view frustrum culling using the main camera. At some angles, the objects will be outside the view but ...
1
vote
1answer
763 views

Custom shadowmapping in Unity not working properly

To experiment with a certain technique, I'm implementing my own shadow mapping in Unity. I'm using a camera for the light "view", which is rendered to a RenderTexture after being post-processed with ...
2
votes
0answers
333 views

PSSM and tightening the split frustrums

So I have implemented PSSM which currently does not care about the objects in the scene, meaning alot of resolution is wasted on empty space. This image shows the bottom two splits wasting alot of ...
2
votes
1answer
143 views

Why does my simple OpenGL shadow map fail?

I want to render a simple shadow map for grass, where closer looks brighter and further looks darker, from the view of the light point. I can't get it to work. Here is the relevant code: //setting ...
5
votes
1answer
1k views

unity 5 how to get a shadowmap

I'm writing a custom shader in unity 5 that requires a shadowmap (not just for drawing shadows but also for different computations involving scattering particles through fog). Does anybody know how to ...
1
vote
1answer
67 views

Pick which directional light shades which object

Suppose you have two directional lights pointing at one sphere from different angles. You would expect the sphere to cast two shadows, but it turns out that this isn't the default behavior. The first ...
1
vote
1answer
194 views

Can drawing to an FBO be done purely with a depth input texture, or do I also need a color attachment?

I am trying to implement Exponential Shadow Maps and I've got it almost working. The part I am stuck on is the "optional" separable Gaussian blur of the depth map to give soft-looking shadows. I am ...
2
votes
1answer
145 views

Failing to move exponential depth term to depth shader in exponential shadow mapping

I'm playing around in my little toy project to see if I can understand how exponential shadow mapping works. To begin, I have the following two fragment shaders: Light depth texture shader ...
4
votes
1answer
1k views

C++ OpenGL ShadowMap Issue/Artifacts

I am currently implementing basic shadow mapping in my C++ Custom Engine using GLSL 4.10. It is currently working with basic PCF anti-aliasing and very minimal reduction for unwanted artifacts. Here ...
0
votes
1answer
153 views

Backface culling without light leaking through

I want to be able to see through walls, so to do this I used planes for the walls, and enabled backface culling. However with shadow mapping I have a lot of light leaking through: I read that using ...
2
votes
0answers
252 views

Shadow map shimmering, indexing outside the shadow map

I have tried to reduce shadow shimmering/flickering using technique described here: http://msdn.microsoft.com/en-us/library/windows/desktop/ee416324%28v=vs.85%29.aspx I works as I want and shimmering ...
3
votes
1answer
264 views

Shadow mapping. I don't understand what to do after creating the depth texture

I'm taking an intro to computer graphics course, so this is something we haven't touched on. I am reading this tutorial ...
0
votes
0answers
29 views

Artefact in VSM as if GL_DEPTH_TEST disabled

I am trying to implement VSM and I incurred in a strange issue. I render them as follow: glUseProgram(shadowMapProgramID); glEnableVertexAttribArray(0); glBindFramebuffer(GL_FRAMEBUFFER, ...
0
votes
0answers
161 views

Shadow mapping comparing depth in GLSL

I've been trying to figure out how to compare against my shadow map, which has a shader that just does the following: gl_FragColor.r = gl_FragCoord.z; And my vertex shader for the render pass does ...
0
votes
0answers
216 views

Depth texture white in shader

I am trying to implement shadow mapping into my project and am stuck at this problem: If I'm reading the shadow map values with glReadPixels and linearize those values, I am getting exactly the value ...
0
votes
2answers
101 views

HLSL Shadow Mapping occurs only around player

I've recently begun playing around with Monogame (OpenSource "remake" of XNA). My current task is to write a simple shadow mapping shader. After following Riemer's XNA Tutorial I got the shadows to ...