Hi again on this topic.

here is the issue. When I have the camera static, no matter how close to the
obstacles, all is rendered it should, no artifacts. When I move the camera,
it shows artifact. I have set the camera to not compute znear and zfar. What
can affect this change when moving and not moving?

Nick

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


On Sat, Jan 16, 2010 at 1:48 PM, Trajce Nikolov <[email protected]>wrote:

> Hi Wojtech,
>
> thanks for the links. I will do some research.
>
> I think I have fixed that. It turned out is the order of updating entities
> in the scene. The "lightlobe" camera was updated before updating the light
> itself, thats why different behavior based on the direction of movement.
>
> I think I will go further with this, to implement something for number of
> lights.
>
> Thanks again !
>
> Nick
>
> http://www.linkedin.com/in/tnick
>
>
> On Sat, Jan 16, 2010 at 9:59 AM, Wojciech Lewandowski <
> [email protected]> wrote:
>
>>  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 <[email protected]>
>> *Sent:* Friday, January 15, 2010 10:16 PM
>> *To:* OpenSceneGraph Users <[email protected]>
>> *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 <[email protected]>
>>> *Sent:* Friday, January 15, 2010 9:08 PM
>>>   *To:* OpenSceneGraph Users <[email protected]>
>>> *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 <[email protected]>
>>>> *Sent:* Friday, January 15, 2010 7:37 PM
>>>> *To:* OpenSceneGraph Users <[email protected]>
>>>>   *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 <[email protected]>
>>>>>> *To:* OpenSceneGraph Users <[email protected]>
>>>>>>   *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 <[email protected]>
>>>>>>>> *To:* OpenSceneGraph Users <[email protected]>
>>>>>>>> *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 <[email protected]>
>>>>>>>>>> *Sent:* Thursday, January 14, 2010 8:58 PM
>>>>>>>>>> *To:* OpenSceneGraph Users <[email protected]>
>>>>>>>>>> *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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