On 18.03.2010 21:08, Mike Gist wrote: > We currently support shadow mapping, however plenty of work can be done > on it to improve it. Frank would know more about that though.
In principle, it's there. But it isn't used too much; also the implementation is _not_ pretty. One thing I believe that would both improve shadows + make the implementation nicer is to use VSDCT for point lights. That letter monster unfolds to "Virtual Shadow Depth Cubemap Texture" (unless I swapped some letters...). It's a solution for the problem that you don't have "depth cubemaps" on all hardware (afaik, DX10-class HW has it, DX9 not); so what you do is to render the six cubemap faces to one 2D depth texture, at different places. Compare to what CS does now for point lights - 6 shadow maps, one for each side! - and you see why this is desireable... Spot lights, IIRC, are not much better, taking up to 5 maps (if the spot angle is >90°). Soft shadows: there's currently some support for VSM, but even less used than regular shadow maps. But last time I checked, that worked, and certainly something to start on. I think a shadows GSoC project could look something like this: 1. Check state of shadows for directional lights, make sure they work. (These are the easiest shadows.) 2. (Maybe) check state of shadows for "tight" (<= 90° angle) spotlights (they're still easy, but a bit harder than directional light shadows.) 3. Implement VSDCT for "wide" spot lights + point lights. (That's the kicker.) Beyond that, all optionally: 4. Make sure there are some nice demos - eg 'castle' with realtime shadows, isotest w/ shadows, add a "flashlight" to walktest to show off realtime shadows ... 5. Look into soft shadows - eg make sure CS' VSM works. Possibly look into other methods. -f.r.
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