Hi,

this issue is now really getting a pain … 

I need shadows, which are calculated independent of the camera's position to 
the center of origin. Setting and fixing some boxes, which lead to a poor 
shadow calculation, as suggested, is not an option.

My current idea is the keep the OpenSG-navigator fixed, and to implement my own 
camera, that translates my scene back to the center of origin, so that 
everything is within the shadow-calculation area. 

The problem that I now have is the following: how can I do what in gl is know 
as glLoadIdentity(). For some reason, I just can't figure out how to set the 
navigator such that geFrom results in 0, 0, 0, getAt results in 0, 1,0 and up 
results in 0,0,1. Using the setFrom/setAt/setUp lead to somewhat unexpected 
results. So i would like to "reset" the scene graph at the very first node, to 
then apply my own transformations, from a well defined initial state.

Cheers,
Keyan


On 30 Nov 2011, at 17:34, Carsten Neumann wrote:

>       Hello Keyan,
> 
> On 11/29/2011 08:14 AM, Keyan wrote:
>> I have the following problem. In my application, the object of interest may 
>> move from the center of origin far enough, to leave the area in which the 
>> ShadowStage operates as desired. The shadow map size is set to 1024, the 
>> objects are created small enough, such that the rendering works properly 
>> around the center of origin.
>> 
>> Here is an image of what happens, when the object moves to far from the 
>> center:
>> 
>> http://www.picpaste.com/screenshot-67ldo1Ma.png
>> 
>> If it moves faster, it enters a region, in which everything is covered by a 
>> shadow. Right before that, the shadows are projected into infinity (this can 
>> be seen in the image). This area is left, no shadow is calculated anymore. I 
>> guess this is because the shadow map is created around the center.
> 
> when generating the shadow map it should pick a projection that is large 
> enough to contain the entire scene (that is: all children of the 
> ShadowStage).
> What type of light source (point, directional, spot) are you using? Is 
> any part your scene not a child of the ShadowStage?
> 
>> So my question is, can I move it with the camera, such that the shadow is 
>> only casted in the camera frustum?
> 
> IIRC it uses the bounding volume of the ShadowStage's children to 
> calculate the projection. One thing you could try is marking that 
> bounding box as static and then set it manually to contain the camera 
> frustum.
> One problem with algorithms that focus the shadow map on the camera 
> frustum in this way is that shadow edges become very noisy. The 
> projection changes all the time so instead of usual steady jagged (or 
> somewhat blurred) outline you get one that is constantly changing which 
> is quite unpleasant.
> The article "Practical Cascaded Shadow Maps" in the book Shader X7 has a 
> solution: it ensures that changes between frames essentially happen in 
> "whole pixels" of the shadow map so that the rasterization does not 
> change radically between frames.
> 
>       Cheers,
>               Carsten
> 
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