Hi Sergey, As far as I know, In modern games, the CSM (cascade shadow map) is popular with a post- PCF filter (may 4x4 or more). VSM (variance shadow map) is very good, too and very easy to be integrated with current ViewDependentShadowMap implementation. As the cascade way is already included in Robert's plan (the MultipleShadowMapHint has such a CASCADE value :-), I'm now considering implement these two methods in the same ViewDependentShadowMap class as they don't have essential difference, and the color bleeding problem of VSM may be reduced by creating multiple cascaded layers.
If you and anybody else have interests and experience, I'd appreciate for any helps of ideas and possible resource. :-) Cheers, Wang Rui 2012/3/15 Sergey Polischuk <[email protected]> > Hi, Wang Rui > > You cant just blur depth texture (i mean you wont get what you want) > neither shadow texture (you should use some kind of edge aware blur to > avoid shadow bleeding on unshadowed objects, but then it makes no sense > because all point is in blurring shadow edges) > > One solution is to use Variance shadow maps or something similar, they can > be preblurred to remove hard edges\stipples and still make correct shadows, > but there are other problems with them. And they can be smoothly integrated > with any shadowmap based rendering algo. > >
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