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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14
votes
1answer
2k 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 ...
14
votes
4answers
4k views

Real time shadow casting in a 2D isometric game

I'm writing a small 2d isometric engine in C++ and I'm trying to implement real time shadow casting. I followed a simple approach described on this page and here is the result (light is located at the ...
11
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 ...
10
votes
1answer
936 views

How does Trine's lighting look so spectacular?

Is there some kind of "special" lighting in this scene? I notice that the sun seems to "pop".
10
votes
0answers
910 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?
9
votes
4answers
2k 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 ...
9
votes
1answer
2k 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 ...
9
votes
1answer
371 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 ...
8
votes
3answers
4k 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 ...
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
2answers
409 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
5answers
3k views

What rendering techniques would I use to draw a drop shadow effect for cards in a card game?

What type of shading algorithm might be used to create shadows like these? the one I'm making is similar but it is all done with a 2D drawing API powered by OpenGL so there is no Z coordinate. In ...
7
votes
2answers
2k 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 ...
6
votes
3answers
513 views

shadowing billboards

I have a lot of billboarded 3D spheres (they have a heightmap so work properly with depth and penetration; although each is made of just a quad (with slight distortion), they look and feel and are ...
6
votes
2answers
499 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 ...
6
votes
2answers
885 views

How are dynamic blending shadows like this created?

I would like to know, how dynamic shadows, that 'blend' onto other objects, are created.
6
votes
1answer
863 views

How many shadow casting lights are in modern games?

I'd like to know how many shadow casting lights are supported in modern games, such as Uncharted 2, Crysis 2, Modern Warfare 2, Halo: Reach, etc. Do they all limit themselves to just a couple of ...
6
votes
2answers
404 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 ...
6
votes
2answers
929 views

Casting a shadow over a whole scene with GLSL in 2D?

I'm making a (non-isometric) side scrolling 2D game and I want each fragment that I draw to cast a small drop shadow when it is near another object. What sort of algorithms are used in fragment ...
5
votes
1answer
776 views

How do I create a blob shadow under a character?

I have a webgl based 2.5D platformer game, and I would like to add a simple blob shadow under the character to help the player with the platforming. How is this normally done? As you can see below, ...
4
votes
3answers
1k views

How can I change this isometric engine to make it so that you could distinguish between blocks that are on different planes?

I have been working on an isometric minecraft-esque game engine for a strategy game I plan on making. As you can see, it really needs some sort of shading. It is difficult to distinguish between ...
4
votes
2answers
226 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
906 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 : ...
4
votes
1answer
256 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 ...
4
votes
2answers
378 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 ...
4
votes
3answers
3k views

2D XNA Tile Based Lighting. Ideas and Methods [closed]

I am currently working on developing a 2D tile based game, similar to the game 'Terraria'. We have the base tile and chunk engine working and are now looking to implement lighting. Instead of the tile ...
4
votes
1answer
139 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 ...
4
votes
1answer
379 views

Need help implementing shadows on platform with limited feature set

I am writing a game that very much relies on real-time shadowing and would like to implement shadow volumes. I was thinking of doing shadow mapping, but the platform I am using is Molehill/Stage3D and ...
4
votes
1answer
422 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 ...
4
votes
0answers
88 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 ...
3
votes
1answer
186 views

Math behind simulating a simple light source for rotated rectangle?

Say I have a 2D Rectangle. By offsetting its position by x y and rendering a shadow by an offset, it gives the illusion of a shadow. If I rotate the rectangle Z degrees and try it with the same ...
3
votes
1answer
385 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 ...
3
votes
2answers
373 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
120 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 ...
3
votes
1answer
694 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 ...
3
votes
1answer
1k views

State of art shadowing technique for OpenGL on isometric terrain?

What's the most efficient way of creating shadows for object on a isometric terrain with OpenGL and JOGL? Note that this terrain is not flat and is not heightmap generated. Think it as another model. ...
3
votes
2answers
1k 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 ...
3
votes
1answer
815 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 ...
3
votes
1answer
950 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 ...
3
votes
0answers
139 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 ...
3
votes
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 ...
3
votes
2answers
3k 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 ...
2
votes
1answer
217 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 ...
2
votes
1answer
1k views

Create shadow for SkinnedEffect model

I've followed a tutorial that uses the XNA 4 SkinnedEffect for my animation on that model . How can i also make a shadow for my SkinnedEffect model ? Thanks !
2
votes
2answers
241 views

Where should shaders and lights be in a component-based entity system?

Where should I put the shader and the light / shadow calculation? Should that be a component too? And should the rendering system know how to handle them or should there be a separate light system? ...
2
votes
2answers
2k views

2D Real-Time shadows on level on a level made from a Dynamic Bitmap

The Bitmap has transparency, and only non-transparent pixels are solid and used for hit detection for the physics engine and gameplay. I have seen some versions done with convex hulls, but for ...
2
votes
1answer
416 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 ...
2
votes
1answer
502 views

How can I create 2D shadows that let me detect when the player is inside them?

I'm working on a 2D platform game, and I want my platforms to cast shadows along with some way to detect if the player is inside the shadow area (that is, not hit by the sun). More specifically: I ...
2
votes
1answer
134 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 ...
2
votes
1answer
429 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 ...