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

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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 ...
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85 views

OpenGL Shadow Mapping from directional light

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 ...
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618 views

how to modify shadow mapping in “3D Graphics with XNA Game Studio 4.0”? [closed]

So I've been following the tutorials from the book Sean James's "3D Graphics with XNA Game Studio 4.0", and have been doing fine until i reached the shadow mapping part. in this book it creates point ...
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527 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 : ...
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99 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 = ...
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271 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 ...
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54 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 ...
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55 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 ...
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1answer
40 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 ...
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1answer
46 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 ...
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33 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 ...
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44 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 ...
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103 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 ...
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1answer
92 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 ...
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94 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 ...
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1answer
322 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 ...
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2answers
189 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 ...
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1answer
153 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 = ...
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1answer
458 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 ...
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389 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: ...
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First time shadow mapping problems

I have implemented basic shadow mapping for the first time in OpenGL using shaders and I'm facing some problems. Below you can see an example of my rendered scene: The process of the shadow mapping ...
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1answer
119 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 ...
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1answer
872 views

Deferred rendering with VSM - Scaling light depth loses moments

I'm calculating my shadow term using a VSM method. This works correctly when using forward rendered lights but fails with deferred lights. // Shadow term (1 = no shadow) float shadow = 1; // [Light ...
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1answer
278 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 ...
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2answers
166 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 ...
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64 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 ...
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274 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: ...
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105 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 ...
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82 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: ...
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1answer
87 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 ...
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143 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 ...
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1answer
389 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 ...
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1answer
112 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 ...
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237 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 ...
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1answer
146 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 ...
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1answer
334 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 ...
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1answer
141 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 ...
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2answers
533 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 ...
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2answers
332 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 ...
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1answer
1k views

Shadow map artifacts

I want to try adding shadows to a 3D XNA game. I've set up some testing environment with one light and one camera. However, I'm running into artifacts with my approach. I'm using the shader code from ...
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1answer
730 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 ...
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1answer
227 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 ...
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1answer
116 views

Can't run Nvidia PracticalPSM sample in debug mode

I want to add PSM (Prespective shadow map) to my engine but I have problems with that. I think the problem is somewhere in my math code so I want debug Nvidia PracticalPSM sample and compare the math ...
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1answer
408 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, ...
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1answer
250 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 ...
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1answer
287 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 ...
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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 ...
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1answer
505 views

Shadows shimmer when camera moves

I've implemented shadow maps in my simple block engine as an exercise. I'm using one directional light and using the view volume to create the shadow matrices. I'm experiencing some problems with the ...
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1answer
724 views

Omni-directional shadow mapping

What is a good/the best way to fill a cube map with depth values that are going to give me the least amount of trouble with floating point imprecision? To get up and running I'm just writing the raw ...
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952 views

JOGL hardware based shadow mapping - computing the texture matrix

I am implementing hardware shadow mapping as described here. I've rendered the scene successfully from the light POV, and loaded the depth buffer of the scene into a texture. This texture has ...