shadow

same video on peertube a bit more than…

(a bit more than a technical demo this time) After finishing the work on shadows, it was time to play with the different materials possibilities. To explain a bit what you are seeing: at the top left, the 3 textures containing the shadow maps; transparent walls (wireframes) are not take into account in the shadow

Working on an easy to deploy shadow…

Tech info: 3 splits, 4096, 2048 & 1024 maps, 2 pass materials on all objects, gpu: GTX 980. Working on an “easy” to deploy shadow system for the engine. The work now is to make the activation of these as simple as possible. For the moment, the activtion has to be done manually through many

Tutorial for shadow mapping http www paulsprojects net…

Tutorial for shadow mapping: http://www.paulsprojects.net/tutorials/smt/smt.html Resources about shadow techniques: generalities: http://www.peroxide.dk/papers/realtimesoftshadows.pdf generalities: Algorithms for Real-Time Rendering of Soft Shadows – http://www.csse.canterbury.ac.nz/research/reports/HonsReps/2007/hons_0705.pdf listing: http://www.nvidia.com/object/doc_shadows.html cascade shadow map: http://developer.download.nvidia.com/SDK/10.5/opengl/src/cascaded_shadow_maps/doc/cascaded_shadow_maps.pdf volume lights: http://developer.download.nvidia.com/SDK/10.5/direct3d/Source/VolumeLight/doc/VolumeLight.pdf percentage closer soft shadows: http://developer.download.nvidia.com/SDK/10.5/direct3d/Source/PercentageCloserSoftShadows/doc/PercentageCloserSoftShadows.pdf http://developer.download.nvidia.com/shaderlibrary/docs/shadow_PCSS.pdf variance shadow mapping: http://developer.download.nvidia.com/SDK/10.5/direct3d/Source/VarianceShadowMapping/Doc/VarianceShadowMapping.pdf Opacity Shadow Maps in Crystal Space, tagged PSSM: https://volumetricshadows.wordpress.com/tag/pssm/ stencil vs pssm: http://www.conitec.net/beta/shadows_c.htm

Working on a two passes material the shadow…

Working on a two passes material, the shadow pass being potentially added automatically in the material by enabling shadows. Here is how it looks: material two_pass_shadows {   receive_shadows on   technique   {          shadow_caster_material shadowscaster          pass standard     {       ambient 0.0 0.0 0.0 1.0       diffuse 0.8 0.8 0.8 1.0       specular 0.0 0.0 0.0 1.0 0.0       emissive

Back to shadows problem currently implementing a clean…

Back to shadows problem, currently implementing a clean version of the Parallel-split shadow maps (pssm) in a way it could be packed nicely in the standard assets of the engine. , source: https://www.researchgate.net/publication/220805307_Parallel-split_shadow_maps_for_large-scale_virtual_environments End of the day PSSM shadows are applied “correctly” in the materials. Still a lot do to to be able to set