Dark spaces cast by the presence of a solid object blocking the flow of light. Often helpful for telling where your character is going to land.

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1answer
45 views

Ray tracing - soft shadow

I'm implementing my own ray tracer as an iPad app for a school project. At the moment this is the result: I need to add the last requirement, soft shadows, but I can't find a complete reference ...
1
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1answer
37 views

Efficient dynamic character shadows [SW Rasterizer]

I am working on a SW rasterizer for a quarter-century old console (think sub-100 MHz RISC CPU, no dedicated 3D HW, couple megs of RAM) and am approaching a stage where I will be adding dynamic ...
1
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0answers
38 views

Why would an ambient occlusion (AO) shader's performance be dependent on light direction?

One of my favourite games recently implemented ambient occlusion as a graphics feature, which appears to perform very well in most circumstances - except during sunrise and sunset. As someone who is ...
1
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1answer
115 views

Shadow mapping bone animated model

I am trying to get shadowmapping right for my animated models. It works perfectly for static meshes but the animated models are just wiggeling a bit here's the vertex shader for rendering to the ...
1
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0answers
44 views

LibBDX create a tail when the object is moved

I am looking for a way to implement in my game a kind of shadow/tail which will be displayed after the object is moved. Should I use animation? If yes how? Here an example:
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2answers
105 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 ...
2
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0answers
322 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 ...
3
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0answers
82 views

Does anyone know what technique was used in Minecraft to create shadows? [closed]

Specifically I want to know the technique used to render shadows under animals and players. I would like to create shadows like that for my own block game but I don't even know what to google. Any ...
0
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0answers
66 views

XNA/C# Shadows look strange in orthographic

I have implemented shadows in to my game engine. They look fine when rendered in projection mode as a projected light, however I get a strange "blocky" look when they are put into orho'. I will be ...
5
votes
1answer
421 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
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1answer
52 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
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0answers
228 views

How can I get shadows to appear correctly when using a custom projection matrix?

EDIT: This has been officially marked as a bug in Unity. If anyone else has this issue, you can vote here for Unity to fix it. As mentioned in this thread, I'm using a custom projection matrix in ...
0
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1answer
155 views

Drawing faded lightmap in 2D polygon

I have been making a 2D visiblity algorithm by following this tutorial http://simblob.blogspot.se/2012/07/2d-visibility.html I have managed to create the light vertices and it works fine when I draw ...
0
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0answers
71 views

Xna: Basic shadows

I have been programming in xna for quite some time now an I would really like to get real time shadows working. I have shadows already in my game which I got from "reimers shadow map tutorial". The ...
4
votes
2answers
254 views

Hide some objects from the camera (fog)

I'm trying to implement a visibility representation in a 2D game ( no plains, no quads - plain 2D ) In the examples below I have calculated what the player can see using raytracing and added all the ...
0
votes
0answers
70 views

OpenGL Omni-Directional Shadows Debugging

I'm working out making omni-directional point-light shadows for my game engine, and I can't get any of it to work. Here's some relevant code: Here's where I create the depth map, I make a cube map ...
0
votes
1answer
56 views

LWJGL Stencil shadow problem

I've a problem with shadow (Stencil). So when i draw the shadow they looks good, but when the object to draw is underground his shadow is wrongly rendered. My game is do with LWJGL/GL11. Normal ...
4
votes
1answer
629 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 ...
1
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0answers
159 views

Shadows in html5 canvas game

I'd like to ask for reference. I met an article about how to cast shadows in games. I'm using html5 canvas (currently without webgl) with javascript for my projects. The article mentioned above is ...
3
votes
1answer
196 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
96 views

How to move vertices of matrix in order to cast a 2d shadow?

I am trying to add shadows to my 2D xna game. Currently I have created a "shadow" using the texture of the caster with a transparent gray color, rotated, and stretched using a matrix. This, though, ...
5
votes
0answers
301 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 ...
1
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0answers
126 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 ...
0
votes
0answers
133 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 ...
8
votes
2answers
465 views

stencil shadows - doom 3 engine - precision errors - shadow cracks - why?

I am testing the limits of the Doom 3 engine - in regards to maximum map size. I noticed some stencil shadow precision errors that become more pronounced when objects get further and further away ...
7
votes
0answers
207 views

Ogre PSSM Grass Receiving Shadows

So I made the switch to Ogre3D (v1.7) and using PagedGeometry. What I'm trying to do is make a simple scene with a terrain, some trees and grasses. In a nutshell, I would like to achieve this kind of ...
1
vote
1answer
177 views

Why are shadows not snapping to the objects?

I'm using a directional light in Unity to cast shadows. However, the shadows don't appear to be "snapped" to the objects creating them. The object appears to be floating in mid air while it actually ...
-1
votes
1answer
284 views

Minecraft - like lighting engine

So I was looking on how to create a minecraft - like lighting engine and I found the following post: How can I implement lighting in a voxel engine? The answer to it was incredible and perfectly ...
1
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1answer
85 views

how to define a field of view for the entire map for shadow?

I recently added "Shadow Mapping" in my XNA games to include shadows. I followed the nice and famous tutorial from "Riemers" : http://www.riemers.net/eng/Tutorials/XNA/Csharp/Series3/Shadow_map.php . ...
0
votes
1answer
100 views

CSM DX11 issues

I got CSM to work in OpenGL, and now Im trying to do the same in directx. I'm using the same math library and all and I'm pretty much using the alghorithm straight off. I am using right-handed, column ...
3
votes
1answer
417 views

How to implement simple shadows on XNA?

UPDATE: See photos below the description I try desperately to implement shadows on my XNA games. My game is a style of games like Voxel (minecraft). The problem is that I do not find support / ...
1
vote
0answers
341 views

implementing shadows into my 2D GLSL-based lighting system

I'm writing a lighting system in OPENGL using GLSL shaders, and I'm pretty happy with the light casting I have so far, but I'm totally stuck on casting shadows. Everything I've found online on this ...
0
votes
1answer
92 views

XNA Masking Mayhem

I'd like to start by mentioning that I'm just an amateur programmer of the past 2 years with no formal training and know very little about maximizing the potential of graphics hardware. I can write ...
0
votes
2answers
111 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 ...
2
votes
1answer
271 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
460 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 ...
13
votes
1answer
1k views

Is a Gaussian blur a fairly accurate representation of soft shadow edges?

I'm not sure if real life soft shadows (from close,large light sources) have a Gaussian or linear falloff, or something else. I'm working on something where I can create the shadows by manipulating ...
2
votes
2answers
379 views

How to achieve a Gaussian Blur effect for shadows in LWJGL/Slick2D?

I am currently trying to implement shadows into my game, and after a lot of searching in the interwebs I came to the conclusion that drawing hard edged shadows to a low resolution pass combined with a ...
1
vote
1answer
58 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 ...
0
votes
2answers
102 views

Trouble getting shadow maps working

I am trying to implement shadow maps in my game following this tutorial. For some reason, the light is not being occluded. In the above screenshot, the big white sprite in the foreground is a ...
3
votes
2answers
2k views

Unity - Part of the sprite is covered in shadow

I have a sprite with Transparent/Cutout/Diffuse shader. Recieving shadows is turned on in SpriteRenderer. The light is a pointlight and I am using deffered rendering path. However when I am above or ...
1
vote
1answer
145 views

XNA Diffuse Shader Issue. Edge lighting problem. Image Attached

As you can see in this image the diffuse shading is working correctly in some places but in other places such as the the bottom of the sphere you can see the squares/triangles of the mesh. Any ...
0
votes
0answers
63 views

Box2D—Dropshadow

I am about to create a Jump'n'run game using Box2D for the physics. I am asked to add a Dropshadow to the main Character, but as I noticed this could become quite complicated. Basically the Light ...
1
vote
0answers
133 views

Alternative to z-fail [closed]

This question is less technical but maybe someone had similar thoughts. I am wondering if the following algorithm still harms the stencil shadow patent? It is concerned with the invention of a "new ...
1
vote
1answer
421 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
vote
1answer
392 views

How can I simulate shadows for a 2D top-down game? [duplicate]

I'm trying to simulate shadows for a 2D top-down RPG (in Python), but I can't think of the best way to do this So far I've tried making copies of the original game entities and turning all opaque ...
-1
votes
2answers
235 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 ...
0
votes
0answers
129 views

Cast shadow without rendering object

I'm new to UDK, and am using it to develop a survival-horror game based heavily on shadows. My question is short: is there a way to create an actor that, when rendered, ONLY renders its shadow (not ...
1
vote
2answers
787 views

Technique for multiple shadow casting lights in 2D

I'm trying to create shadows in a 2D game in such a way that I can have an arbitrary number of lights in a scene, all of which can cast shadows. To do this I think I have to generate a mesh for each ...
0
votes
0answers
63 views

“Blinking” graphical bug when rotating shadow matrix

So, we have implemented Krypton shadows into our code for our 2D game, and it's working beautifully. Only issue is that we're running into a bizarre graphical bug when rotating the shadows with the ...