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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