Tagged Questions
4
votes
2answers
248 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
155 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 ...
4
votes
1answer
188 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 ...
3
votes
1answer
586 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 ...
0
votes
1answer
345 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 ...
3
votes
1answer
656 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 ...
2
votes
1answer
541 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 ...
1
vote
1answer
621 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 ...
6
votes
2answers
2k views
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 ...
1
vote
1answer
87 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 ...
0
votes
1answer
672 views
Deferred rendering + Shadow maps
I have a 1920x1200 shadowmap which just has the depth values of my scene drawn from the point of view of the light.
I also have a 1920x1200 gbuffer that draws my scene to a fullscreen quad.
How can ...
13
votes
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 ...
5
votes
2answers
1k views
Point Light Soft Shadows
How to implement soft shadows for omni directional (point) light. We use typical shadow mapping technique. Depth is rendered to texture cube and addresing is pretty simple then. Just using vector from ...
7
votes
4answers
1k views
Shadow Mapping and Transparent Quads
Shadow mapping uses the depth buffer to calculate where shadows should be drawn.
My problem is that I'd like some semi transparent textured quads to cast shadows - for example billboarded trees. As ...