That looks like shadow texture or shadow texcoords being out of sync by one 
frame. Most probably main camera view matrix from former frame is used to setup 
shadow coord tex generation. 

Wojtek 
----- Original Message ----- 
  From: Trajce Nikolov 
  To: OpenSceneGraph Users 
  Sent: Wednesday, January 27, 2010 4:20 PM
  Subject: Re: [osg-users] light lobes and shadow maps


  Looks like its really the order of updating things. I moved the movement from 
the update callback and place it outside the frame loop, so the next frame 
everything is in place.


  Attached is the latest code if someone is interested in light lobes working 
with obstacles

  Nick

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



  On Wed, Jan 27, 2010 at 4:59 PM, Trajce Nikolov <[email protected]> 
wrote:

    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 
        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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