Thanks Rui. I agree SDSM looks promising -- personally our project will need something that can work without compute shader support (we support pre-DX11 hardware), but I think the SDSM paper claims this is possible. Look forward to seeing what you come up with and hopefully I will be able to get some time to work on this too.
Thanks again, Nathan Wang Rui wrote: > Hi Nathan, > > Thanks for the exploration. I'm focusing on some other work so haven't > updated the shadow algorithm these time. I myself also don't satisfy with > current splitting method, and am considering using SDSM to replace it. SDSM > must use computer shaders to compute the light space contributed values and > then change distances dynamically according to the different values. Another > important update for me is to implement exponent shadow map (ESM), as well as > fix more and more bugs I made to the VDSM class. :-) > > > Will get back soon and hope you and others could keep in touch and give me > more suggestions, > > > Thanks, > > > Wang Rui > ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=55229#55229 _______________________________________________ osg-submissions mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-submissions-openscenegraph.org
