Hi Wojtek,

the idea of PSSM is to split the view frustum into n-parts. then for each of
such sub volume (frustum) we have to render one shadow map and apply the
shadow for such a volume. or in other words, we like to get one texture
(shadow map) for one sub-frustum starting at near (plane : split i) and end
at far (plane : split i + 1). in this sub frustum the shadow map [i,i+1] is
active, and this map is used to render the shadow. so if we can define in
the Lispsm a range [i,i+1] /// [near,far] then we have one split for the
pssm. next we need many such splits, and finally we get the pssm working
(many for n splits from near_frustum = near_0, far_frustum = far_n
[near_0, far_0][near_1=far_0,far_1] [far_1,...] [far_n-1,far_n =
far_frustum]

would this be easy to do? multiple shadow technic nodes in one scene to get
such maps.

/adrian

2008/10/6 Wojciech Lewandowski <[EMAIL PROTECTED]>

>  Adrian,
>
> I am afraid I don't understand what you want to do. Could you provide bit
> more explicit explanation ? At higher level of abstraction using LispSM with
> PSSM should be possible but I am not that familiar with PSSM implementations
> to judge whether it is easy or difficult task to merge two approaches.
>
> If you closely look at LightPerspectiveShadowMap class you will find that
> it basicaly overrides one method of ProjectionShadowMap template class. Rest
> of heavy work is done by underlying MinimalXXXShadowMaps. These classes
> attempt to compute minimal shadowed volume (as ConvexPolyhedron - polytope
> like object). This volume could be used by modified PSSM instead of view
> frustum. This computed volume is passed as one of the input arguments to
> the method that LispSM overrrides.
>
> Cheers,
> Wojtek
>
>
> ----- Original Message -----
> *From:* Adrian Egli OpenSceneGraph (3D) <[EMAIL PROTECTED]>
> *To:* OpenSceneGraph Users <[email protected]>
> *Sent:* Monday, October 06, 2008 11:40 AM
> *Subject:* [osg-users] Lispsm / PSSM merge ?
>
> Hi all
>
> The osgShadow lib becomes a really nice shadow toolkit, thanks all to work
> out on different shadow technics. As we all understand is that the PSSM
> would be one of the most
> robust shadowing technic for large terrain, now we should be able to merge
> the lispsm with the pssm idea:
>
> would it be possible to add one feature to lispsm:
>
> start shadow at near plane and stop shadow at far plane, then we will need
> a combiner of the lispsm shadow, then we gets pssm idea back. would this be
> possible to do, or do we need to rewrite the whole pssm stuff?
>
> would it be possible to add some filter into the GLSL shader code for
> shadows: pcf ... ?
>
> adrian
>
>
>
> --
> ********************************************
> Adrian Egli
>
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-- 
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