Google for Shadow Maps. You will come up with a number of techniques. Few of 
them:

http://www.punkuser.net/vsm/

http://gamma.cs.unc.edu/LOGPSM/

http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf

Most of these belong to the family of soft shadow algorithms. Soft shadows 
usually oversample depth texel and produce some average shadow term. Clamping 
this term to 0 if value is below certain threshold (for example <0.25) usually 
removes some of self shadowing artifacts.

I will have the second look on the code but not today.
  
Wojtek


From: Trajce Nikolov 
Sent: Friday, January 15, 2010 10:16 PM
To: OpenSceneGraph Users 
Subject: Re: [osg-users] light lobes and shadow maps


do you have some pointers, papers to the work of this guys? I am interested in 
learning what is that about
Nick

http://www.linkedin.com/in/tnick
Sent from Ünalan, İstanbul, Turkey 


On Fri, Jan 15, 2010 at 11:01 PM, Wojciech Lewandowski <[email protected]> 
wrote:

  Nick,

  I may look into the code but don't expect much this time.  You need to attach 
the code first, though ;-). Few academy guys wrote couple dissertations on 
rasterization and aliasing errors in shadow mapping. Unless you try to do some 
exotic stuff like variance or logarithmic map you will have to use polygon 
offset. I guess you will end up to cranking up PolygonOfset even more if 
current values fail at some distance.  I don't really have other tricks in my 
sleeve.  

  Wojtek



  From: Trajce Nikolov 
  Sent: Friday, January 15, 2010 9:08 PM
  To: OpenSceneGraph Users 
  Subject: Re: [osg-users] light lobes and shadow maps


  That is exactly what I did. Please have a look at the updated code. The 
uniform is updated thru a callback and it multiplies the matrices, still there 
is a visual artifact.I dont have compute_near_far. The projection matrix is 
fixed with very small far plane (100 units, with the znear of 0.01). 

  Nick

  http://www.linkedin.com/in/tnick



  On Fri, Jan 15, 2010 at 9:47 PM, Wojciech Lewandowski <[email protected]> 
wrote:

    Hi,

    Light close to obstacles ? If you have COMPUTE_NEAR_FAR it may clamp near 
plane to very small value which may impact depth resolution. Other issue maybe 
related to GLSL float precision. The trick with multiplying view space coord by 
inverse view matrix to get world coord is performed on float values inside 
GLSL.  Precision wise it would be better to multiply light camera MVP matrix by 
main camera INVERSE VIEW on the CPU. Osg Matrices use  doubles. Put the result 
of the multiplication on GLSL matrix Uniform and use it to multiply gl_Vertex 
in the shader. Such approach multiplies matrices with high precision and 
resulting matrix will be better suited to be cast on single prec. GLSL matrix. 
The drawback of this solution is: you need to update the uniform every frame, 
because main camera view changes with each move. 

    Wojtek



    From: Trajce Nikolov 
    Sent: Friday, January 15, 2010 7:37 PM
    To: OpenSceneGraph Users 
    Subject: Re: [osg-users] light lobes and shadow maps


    Hi Wojtek, 


    now I spent more time exploring this, the polyoffset seam to work, but 
there is still a bit of shimmering. Its interesting, I put the light source in 
move, when it moves backwards, the obstacles are lighten ok, but forward, when 
the light comes close to the obstacles, the lighting is incorrect with 
shimmering . Any clue how to resolve this artifact ?

    Nick

    http://www.linkedin.com/in/tnick



    On Fri, Jan 15, 2010 at 4:48 PM, Trajce Nikolov <[email protected]> 
wrote:

      ok .. make sense. Here is updated code, if some one wants to benefit 
from. LightLobes with handling of obstacles :). Thanks to Wojiech, Robert and 
the online community 

      Nick

      http://www.linkedin.com/in/tnick
      Sent from Devlet, Ankara, Turkey 


      On Fri, Jan 15, 2010 at 3:53 PM, Wojciech Lewandowski 
<[email protected]> wrote:

        0.0 <= shadow2DProj( shadow_texture, projShadow ).r  <= 1.0 

        Shimering is a result of self shadowing. Boosting  depths in shadow map 
with glPolygonOffset usuallly fixes this. There are many schools for 
PolygonOffset settings. I usually set glPolygonOffset( 1.1, 4.0 ) and draw 
objects with front face culling (see StandardShadowMap::ViewData::init(0 for 
details ).  But for this setup models need to work correctly with backface 
culling on. If you do not enforce backface culling PolygonOffset may need 
different initialization.

        Wojtek

        ----- Original Message ----- 
          From: Trajce Nikolov 
          To: OpenSceneGraph Users 
          Sent: Friday, January 15, 2010 2:46 PM
          Subject: Re: [osg-users] light lobes and shadow maps


          one more question. What are the possible values for shadow2DProj( 
shadow_texture, projShadow ).r ? I am trying to put the light attenuation back 
..... and to avoid the shimmering
          Nick

          http://www.linkedin.com/in/tnick
          Sent from Devlet, Ankara, Turkey 


          On Fri, Jan 15, 2010 at 3:35 PM, Trajce Nikolov 
<[email protected]> wrote:

            Hey Wojtek !!!! Thanks a lot. !! I will tune it to fix the 
shimmering 



            Nick

            http://www.linkedin.com/in/tnick



            On Fri, Jan 15, 2010 at 3:08 PM, Wojciech Lewandowski 
<[email protected]> wrote:

              Trajce,

              Attached is a fixed source code. There is a lots of shadow 
shimmering on my GF8800. You will have to add some depth bias while rendering 
shadow map. Selection proper PolygonOffset values is usually a matter of trial 
and error so leave this for you.

              Wojtek

              ----- Original Message ----- 
                From: Trajce Nikolov 
                To: OpenSceneGraph Users 
                Sent: Friday, January 15, 2010 9:58 AM
                Subject: Re: [osg-users] light lobes and shadow maps


                ABout the code. I use shader to simulate lght lobes thru phong 
lighting in the shader. Then I use shadow maps to detect the area behind the 
obstacles that need not to be lighten. Most is mixture of shadow maps technique 
with lighting scheme. Code snippets borrowed from all around 

                Nick

                http://www.linkedin.com/in/tnick
                Sent from Devlet, Ankara, Turkey 


                On Fri, Jan 15, 2010 at 10:54 AM, Trajce Nikolov 
<[email protected]> wrote:

                  Hi Guys, 


                  here is the code.

                  Nick

                  http://www.linkedin.com/in/tnick

                  Sent from Devlet, Ankara, Turkey 



                  On Thu, Jan 14, 2010 at 11:42 PM, Wojciech Lewandowski 
<[email protected]> wrote:

                    Hi Nick,

                    Post the troublesome code and elaborate a bit more about 
the problem. If its really a minute or two I am sure someone will be able to 
help.

                    Wojtek Lewandowski


                    From: Trajce Nikolov 
                    Sent: Thursday, January 14, 2010 8:58 PM
                    To: OpenSceneGraph Users 
                    Subject: [osg-users] light lobes and shadow maps


                    Hi community,

                    I have some shader that does some lighting in the scene. 
Now studying osgShadow and the techniques. I want to a shadow map technique to 
disable the lightening of the scene behind obstacles. I have some code done, 
but not working. I need some help, someone experienced with GLSL to spend a 
minute or to to have a look and if possible to spot the problem. Anyone?

                    Thanks a lot

                    Nick

                    http://www.linkedin.com/in/tnick
                    Sent from Izmit, 41, Turkey 


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