Hi Daniel and Robert,

Yes, TSM was only an idea in my mind before and not implemented in the
submitted code, and now it is already kicked out of my mind. :-) I'm
considering TSM before because current PSM method (I think it is LiSPSM,
isn't it?) has

Current implementation contains a PSSM implementation which could improve
the shadow appearance a lot in large environments. VSM is also included but
it seems not work even for some very simple scene (e.g. the osgshadow
example works with VSM with the argument "-3", but not "-1" and "-2"). I'd
like to consider fix the problem or use some better methods like ESM later.

There are still something in my TODO list for VDSM:
1. Implement a usable VSM/ESM technique.
2. When setDebugDraw(true) set, create a HUD window showing each shadow map
textures; and a geometry which tells the position of the light frustum. To
be honest, I don't know what current debug drawing shows and how it could
help debug the program.
3. Support outputting the shadow map textures and matrices to user
applications, with which we could add VDSM results to customized deferred
shading pipeline.

Any suggestions about that?

Cheers,

Wang Rui


2012/4/21 Daniel Schmid <[email protected]>

> Hi Robert
>
> I verified the submission submitted by Wang Rui in one of our current
> projects, there is a great addition of convenience and improvement.
> I use it with very large paged terrain and it works great.
>
> TSM was only an possible extension Wang thought of adding at a later point
> in time. In the current submission there is no patent issue, so please
> consider the code.
>
>
> Thank you!
>
> Cheers,
> Daniel
>
> ------------------
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=47183#47183
>
>
>
>
>
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