For a point of reference, the OverlayNode in 2.x now has a perspective
view dependent path that uses a similar technique to perspective
shadow maps.  The shaders required are already in GLSL of course ;-)

On 8/15/07, Mihai Radu <[EMAIL PROTECTED]> wrote:
> Hello,
>
> The implementation that Vlad has on the site is based on Dx9, so to
> bring it to OSG it would need to be re-written in OpenGL.
>
> I'll take a look at the paper to see the math involved, and maybe Vlad's
> interested in getting involved in the re-implementation, I certainly am.
>
> From what I saw in the running demo, XPSM seems to have way less surface
> artifacts, so it's got my attention.
>
> Cheers
> Mihai
>
> Adrian Egli wrote:
> > Would it be possible to integrate it into OSG ?
> >
> >
> > 2007/8/14, Vladislav Gusev <[EMAIL PROTECTED] <mailto:[EMAIL PROTECTED]>>:
> >
> >     Extended PSM (XPSM) provides practical solution for real time
> >     shadows rendering. Distinguishing features of this method from other
> >     shadow map reparameterization techniques is:
> >     * high quality shadows, based on suboptimal projective space
> >     parameterization
> >     * complete artifact reduction with correct post perspective space Z bias
> >     * stability, free from singularities
> >     * easy integration into any shadow map based engine
> >     * patent clearance
> >
> >     Screenshots:
> >     http://xpsm.org/img/xpsmscreen1.jpg
> >     http://xpsm.org/img/xpsmscreen1.jpg
> >
> >     Research paper, demo, code at http://xpsm.org
> >
> >
> >
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> >     
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> >
> >
> >
> >
> > --
> > ********************************************
> > Adrian Egli
> >
> >
> > ------------------------------------------------------------------------
> >
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