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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3
votes
1answer
374 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 ...
0
votes
0answers
18 views

Current tech in dynamic global illumination? [closed]

So far I've seen and read about the following: Light propagation volumes Voxel cone tracing SVOGI/SVOTI Hybrid (Light probes with light maps) So far it turns out as following: Light propagation is ...
5
votes
2answers
4k views

Rendering shadow sprites in cocos2d-x

I am writing a 2D game with cocos2d-x. I want to put a "shadow" sprite on a background sprite using the equation: MAX(0, Cd * 1 - Cs * S) where Cd is the destination color (that is, a background ...
0
votes
0answers
27 views

Unity terrain quality

I've created a new project in Unity 5.3.4 (this problem has also happened since unity 5.3.2 an other versions) and when i initally make and sculpt my terrrain, the quality, shadows, specularity and ...
0
votes
1answer
66 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
1answer
80 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:
4
votes
1answer
2k 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
votes
1answer
47 views

Strange shadow behavior when light direction is parallel to a plane

i have a strange problem with shadow acne. It occurs when the light direction is parallel to a plane. Here is my code and a few images of the problem: //this calculates the shadow matrix ...
0
votes
0answers
54 views

vert/frag custom shader - Shadow is not correct, showing strange artifacts

I am new to shader writing, I want to drop shadows in my own shader, but unluckily I am getting a strange behaviour. When I apply a simple surface shader (Lambert, written in unity shader lab) it ...
1
vote
0answers
54 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 ...
3
votes
1answer
284 views

Why are there no dynamic shadows in UE4?

So my problem is that other than for static objects which have baked shadows from building lighting, there are no shadows for movable objects, like those cubes. Neither from the Light source actor, ...
6
votes
2answers
886 views

Where to cast light/shadows in a 2.5D view?

I'm working on a tile-based 2D pseudo top-down/side-on game very much in the graphical style of Prison Archiect. More specifically, I'm referencing their style of drawing wall tiles where you can see ...
2
votes
0answers
152 views

Jagged light bleeding where surface is roughly parallel to shadow mapping light direction

I am using Unity but this question might not be proper to this engine. I have projected the shadow map onto this sphere but there are grazing shadows. Is it possible to avoid it or to correct it as I ...
2
votes
0answers
65 views

Would this 2D Lighting and Shadows implementation work? [closed]

I'm writing a top-down 2D tile-based game and I'm trying to decide on how to implement lighting and shadows. The game will have a large number of light sources, some static and some moving around the ...
4
votes
1answer
74 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
165 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
54 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 ...
0
votes
0answers
28 views

Only one side of the object reflects light while in the shadow

in my scene I have a plane as a floor and a plane as a building next to it, my directional light is rotated to make the building cast shadow on the road. I placed a few cubes on the road, the ...
0
votes
0answers
71 views

LibGDX Box2DLights - Global Illumination

I'm using LibGDX + Box2D to create dynamic lights in my game, but I'm currently stuck. I'm trying to light up every game object in the game with its own shadow, kinda like global illumination. Do you ...
3
votes
1answer
60 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 ...
1
vote
0answers
44 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 ...
1
vote
0answers
167 views

Smooth+Flat shaded meshes cause shadow artifacts (understanding the source of the problem)

I'm using blender to create assets to use in Unity3D, and I'm having some trouble understanding how the smooth/flat shading interacts with shadows, I'm sorry if it has been asked before, but all the ...
1
vote
1answer
462 views

Multiple lights shadows

I'm trying to achieve multiple lights shadows. Currently my program works using only 1 spotlight as a light source that produces shadows. Well... I want to involve multiple lights to give a more ...
3
votes
0answers
83 views

How to draw Shadow Volumes in one draw call?

I've got a simple app that draws 3D cubes using instance rendering and I'm implementing Shadow Volume. Each cube's vertex, uv, normal and index data are statically stored in 4 vertex array buffers. On ...
2
votes
0answers
48 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
61 views

Directional Light shadow mapping error - opengl

i need some help with shadow mapping (directional light) in opengl 3.3 and GLSL. The problem is that the shadows are not displayed correctly over de 3d models and primitives: This is the code that ...
2
votes
1answer
370 views

How to create 2D shadows and lighting?

How do I create shadows and lights in a 2D top down perspective game? I want to achieve an effect similar to this game (also made in unity) where some objects like a torch, different sprites, and the ...
5
votes
2answers
298 views

How do I optimize 2D visibility cone calculations?

I'm creating a simple 2D game and got a little bit stuck with a visibility cone algorithm, influenced by walls and other obstacles on the map. The only issue I'm currently having, is that it's very ...
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 ...
0
votes
0answers
88 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 ...
2
votes
0answers
114 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 ...
10
votes
1answer
301 views

How can I implement lights & shadows in a multi-layer 2d tilemap?

I am in the process of writing an isometric game from scratch, and I'd like to know how/if I can add lights and shadows. The code I have so far can be found here, but it should be enough to know that ...
1
vote
0answers
73 views

Instancing meshes messing up scene lighting

I've been rendering a scene (some objects over a large field of grass) to test shadow mapping which is working fine. But when I use instancing to "gain" performance, I not only get a decrease in ...
0
votes
1answer
75 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 ...
5
votes
1answer
169 views

Dual paraboloid shadows on GLSL

I'm trying to port an XNA example to OpenTK + OpenGL, I found it here http://graphicsrunner.blogspot.com.es/2008/07/dual-paraboloid-shadow-maps.html But I'm having a really hard time, I think my maps ...
2
votes
1answer
822 views

Creating Fog Of View in 2D game with lighting method

I'm creating 2D side scrolling game with Unity, and i want to add feature where the player come into a cave, then all going dark, the player turn on the flash light, so the player can see around ( ...
1
vote
1answer
374 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
vote
1answer
75 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 ...
7
votes
0answers
473 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
vote
0answers
107 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
vote
0answers
519 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 ...
2
votes
1answer
144 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 ...
0
votes
2answers
194 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 ...
3
votes
1answer
656 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 / ...
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 ...
3
votes
0answers
97 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 ...
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 ...
0
votes
0answers
83 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 ...
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 ...