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
258 views

Creating a 2D texture array for depth view

Following my question here, I decided to create an 2D texture array for all of my depth screen texture so that I can use them for shadows for all my lights. I'm having an issue setting it up, I'm ...
4
votes
2answers
246 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 ...
4
votes
1answer
179 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
341 views

Infinite terrain shadows

I'm creating an infinite terrain engine, which generates the terrain either with fractals or noise. How can I make dynamic shadows for the sun on this terrain, if I don't know in advance what will be ...
0
votes
1answer
461 views

What is required for casting shadows in JavaFX 8 3D?

In a scene with an added point light the shapes are not casting shadows on each other. Is anything required to cause them to cast shadows?
1
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1answer
4k views

How to opitimize Shadows in Unity 3D

I made the shadow of Solider in my game using Unity pro shadows feature. http://docs.unity3d.com/Documentation/Manual/Shadows.html The performance of my game becomes very slow after adding these ...
2
votes
1answer
204 views

How stencil buffer and glFrontFace help making a shadow?

I'm trying to understand the tutorial 27th in Nehe website. This is about how to cast a shadow of an object using stencil buffer in OpenGL. The idea here is checking the directions of all the faces of ...
1
vote
0answers
166 views

What's the best engine for a procedural game that doesn't compromise on graphics? [closed]

We have a very interesting idea for a new game mechanic that would allow us to make our game procedural and entertaining. To bring this game to life, we need the ability to generate the game world on ...
1
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0answers
268 views

Unity Pro - Shadow rendering issue

I am using Unity Pro 4.2.1f4 and I always have this sort of glitch. This is due to the shadows and the bias. Even with a low bias this is happening. I've found a thread that talks about that ...
0
votes
1answer
105 views

Shadows go through meshes, and also being applied to itself

I am using Ogre3D and I am using stencil shadows for my character. They work pretty well, but I have 2 problems: first, the shadow is applied to the entity it is casting the shadow, and secondly, the ...
4
votes
1answer
1k 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
180 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 ...
2
votes
1answer
148 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
172 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 ...
2
votes
1answer
107 views

Minimal Projection Matrix

i hope you can help me. I'm currently stuck at the creation process for projection matrices used by shadow maps. The problem is the following: I got the spot/directional light ...
9
votes
1answer
435 views

How do I implement 2D shadows cast between layers?

How could I implement 2d shadows that are cast by objects in a different layer? NOT like the dynamic lighting in the well known tutorial from Catalin Zima : But like the shadows of the pipes in ...
10
votes
1answer
3k views

Modern shadow rendering techniques?

What is the state of the art in terms of shadow rendering? My target is OpenGL 3.2, using a deferred rendering pipeline, if that matters. It's been years since I looked into shadow rendering, and at ...
2
votes
1answer
583 views

Unity3D custom camera matrix breaking shadows/lights in deferred rendering

EDIT 1: So it seems this is a common issue with Unity, and it comes from a bug in which custom camera matrices break deferred lighting and shadows. This topic right here talks about it a bit, but the ...
2
votes
1answer
185 views

front and back face detection

I am trying to implement a dynamic shadow system for a 2d game using this tutorial : ...
-2
votes
1answer
484 views

Game Engine for quick Horror Survival prototype [closed]

for a University project we need to develop a prototype for a Survival Horror game using an engine of our own choice. We are currently preparing the project and wondering which engine to use. Maybe ...
2
votes
1answer
221 views

Isn't it redundant to implement both lights and shadows?

Most games come up with their lighting implementation and their shadow implementation. Due to deferred shading, we are able to simulate lights independent from the scene geometry. But realistic ...
4
votes
1answer
410 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
298 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 ...
6
votes
2answers
533 views

A big light with shadows

To have better texture2D quality in my 2D game, I had to recreate every textures with 300% of their original size. But the lights have to bright 3 times more. For lights, I'm using this : Catalin's ...
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votes
2answers
609 views

GLSL light coloring blocked surfaces

I have created a very simple lighting shader. It currently only supports point lights, but it lights up surfaces that are completely blocked from the light. I know why, but I want to know how I can ...
10
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0answers
911 views

How to create 2D shadows [duplicate]

I'd like to create lights and shadows in a 2D environment, like in the image below: I did several searches but got no results. Do you have any hint?
2
votes
1answer
693 views

How to do geometric projection shadows?

I have decided that since my game world is mostly flat I don't need better shadows than geometric projections - at least for now. The only problem is I don't even know how to do those properly - that ...
3
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1answer
1k views

Problems implementing a screen space shadow ray tracing shader

Here I previously asked for the possibility of ray tracing shadows in screen space in a deferred shader. Several problems were pointed out. One of the most important problem is that only visible ...
0
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1answer
619 views

Ray Tracing Shadows in deferred rendering

Recently I have programmed a raytracer for fun and found it beutifully simple how shadows are created compared to a rasterizer. Now, I couldn't help but I think if it would be possible to implement ...
3
votes
1answer
433 views

forward rendering and multiple shadow maps

I have two light sources on my scene. I created two fbo's which store depth textures for these lights. A render loop looks like this: bind fbo1 save depth values for first light unbind fbo1 bind ...
4
votes
1answer
457 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 ...
1
vote
1answer
2k views

What kind of shader is this?

Cube World uses a pretty good looking shader, I especially like the shading of the characters: Is this soft shading? I'd like to achieve this effect in Unity 3D Free, but since the free version ...
3
votes
1answer
837 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
666 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
2answers
411 views

How do you stop an Ogre PSSM shader from creating unwanted or blocky shadows due to large 'world size'

I'm using PSSM Shadows in Ogre 1.6.4 and I have a scene which is around 100m square. I also create a flat ground texture which does not cast shadows and extends off towards the horizon, but when I ...
3
votes
1answer
981 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 ...
1
vote
0answers
421 views

Dynamic 2D soft shadows with concave polygons?

I've implemented dynamic 2D soft shadows from this article on gamedev.net. It uses an image for the penubmra and is fast, physically accurate and looks good in most situations, so I really like the ...
2
votes
1answer
952 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
1k 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 ...
8
votes
1answer
2k views

How do people get around the Carmack's Reverse patent?

Apparently, Creative has a patent on Carmack's Reverse, and they successfully forced Id to modify their techniques for the source drop, as well as to include EAX in Doom 3. But Carmack's Reverse is ...
8
votes
3answers
5k 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
130 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 ...
2
votes
1answer
304 views

Steps to take before trying to implement screen space ambient occlusion

I very recently started learning modern OpenGL. I have implemented a wavefront file loader and a basic ADS shading model. At some point I'd like to implement screen space ambient occlusion. I tried ...
6
votes
2answers
419 views

Shadows moving with camera.

I'm using MJP's Cascade Shadow Map code and I'm having major issues with the shadows moving with the camera. Here a video to demonstrate what's going on. Also, is there a way to fix the dueling ...
0
votes
1answer
1k 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 ...
1
vote
1answer
2k views

Early Z culling - Ogre

For Ogre experienced people, but also experts in the field: Early Z culling is sometimes quite desirable, and that's what I tried to do in Ogre by using a two pass material. The first one is writing ...
3
votes
1answer
709 views

Shadow-mapping xna

I've been trying to implement shadows in my game and I've been following quite a few tutorials online, mainly Riemers, but I'm always getting the same 2 errors when I'm drawing my models and setting ...
1
vote
0answers
295 views

JOGL Hardware Shadow Mapping Transparent Shadow Texture

I'm using hardware shadow mapping on JOGL based on the demo(HardwareShadowMapping) supplied by the distribution. After generating the shadow texture from lights point of view, I apply it to my scene ...
6
votes
2answers
933 views

How are dynamic blending shadows like this created?

I would like to know, how dynamic shadows, that 'blend' onto other objects, are created.
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votes
1answer
502 views

Pre Computing shadows, advantages/disadvantages?

Today I was looking at a still frame of a game, and noticed that all of the shadows were dynamic (created per frame). As we know, shadows can be quite expensive. I was wondering why shadows could not ...