Hi Nick,

I don't know much about PSSM.  I am na author of LispSM implementation. 
However, many osgShadow techniques use shaders and they will not work out of 
the box for all the applications that also use shaders.  In this case one have 
to 1) subsitute shadow shaders to add aplication shader functionality or 2) 
override shadow shaders at the scene root with application shaders that were 
modified to include shadow term computation (using the uniforms theat shadow 
technique sets).  Check forums there was a lot on the subject recently.

Both cases are advanced topics, so one trying to do this usually must have good 
knowledge of C++ (to read and understand the Technique code), GLSL (to modify 
shaders), shadow map algorithm (to know whats important is shaders, NVidia has 
nice presentations). Its steep path but implementing CSM technique in OSG for 
multithreaded/multimonitor from scratch will be much much steeper.

Wojtek





From: Trajce Nikolov 
Sent: Wednesday, December 09, 2009 12:11 PM
To: OpenSceneGraph Users 
Subject: Re: [osg-users] osgShadows


I tried both. 


PSSM gives some artifacts (see the attached image) - the white in the 
background, also, some flickering of the shadow on the models.

Nick

http://www.linkedin.com/in/tnikolov
Sent from G�m��suyu, �stanbul, Turkey 


On Wed, Dec 9, 2009 at 12:27 PM, Wojciech Lewandowski <lewandow...@ai.com.pl> 
wrote:

  Hi,
  �
  Cascaded Shadow Maps is�the same as Parallel Split Shadow Map. PSSM is 
implemented in osgShadow. Also LispSM�could�work for you scenario. 
  �
  Cheers,
  Wojtek Lewandowski
  �
  �
  �
  �


  From: Trajce Nikolov 
  Sent: Wednesday, December 09, 2009 10:19 AM
  To: OpenSceneGraph Users 
  Subject: Re: [osg-users] osgShadows


  Hi Harold, 


  yes, my light source is the "sun". No other lights in the scene yet. And the 
results are not good. I will do research on the "cascade shadowmaps" and will 
try to implement it. Thanks for the hint

  Nick

  http://www.linkedin.com/in/tnikolov
  Sent from G�m��suyu, �stanbul, Turkey 


  On Wed, Dec 9, 2009 at 11:13 AM, Harold Comere <harold.com...@gmail.com> 
wrote:

      Hi Nike,


    There is many way to get shadows and the shadowing technique choice shall 
depend of your scene data.

    The two basic shadowing techniques are :
    - shadow maps ( image based )
    - shadow volumes ( geometry based )

    Shadow maps are very cheap and easy to implement but will works good only 
if your light is not far from what you are shadowing due to the image approach. 
So if you have a large terrain with an unique directional light ( as sun ), 
simple shadowmaps should do an ugly result.
    You could try "cascade shadowmaps" which is a technique used a lot in video 
games. It uses a kind of shadowmap LOD to avoid image based algorithms issues 
and stay cheap.

    Shadow volumes generate very accurate shadows but as it is based on 
geometry, if your scene geometry is complex you will experience some perf 
issues.

    Again, the shadowing technique choice depends of how many lights you have, 
where they are, what you are shadowing etc.
    Give a bit more details of your goal and i'm sure some osg pro will bring 
to you the ideal solution using osg :)

    Regards,
    Harold


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