I have fixed that. There is a new issue. When having multiple light lobes,
it works only if the lower right quad (negative z, pozitive x). Otherwise
doesnt work ... If you dont have the time, please just spend a minute to run
it and see if something come up thru your mind ....

Thanks !
Nick

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


On Thu, Jan 28, 2010 at 4:15 PM, Wojciech Lewandowski <[email protected]
> wrote:

>  Nick,
>
> Sorry I don't have the time for this. But I will give you more precise hint
> instead:
> See Viewer::updateTraversal(). Scene update visitor is ran first, camera
> view matrix is changed from by manipulator view matrix. If you do your
> uniform update  in update callback it most likely uses camera view matrix
> from former frame. Then before cull and draw this camera progresses and main
> scene is rendered using new view matrix different than view used to compute
> texgen for shadow map.
>
> Cheers,
> WL
>
>
> ----- Original Message -----
>
> *From:* Trajce Nikolov <[email protected]>
> *To:* OpenSceneGraph Users <[email protected]>
> *Sent:* Thursday, January 28, 2010 12:24 PM
> *Subject:* Re: [osg-users] light lobes and shadow maps
>
> Hi Wojtek,
>
> If you are willing to help a bit, could you have a look at this (multiple
> light lobes) and if you can spot the problem?
>
> Thanks a lot !
>
> Nick
>
> http://www.linkedin.com/in/tnick
>
>
> On Wed, Jan 27, 2010 at 5:30 PM, Wojciech Lewandowski <
> [email protected]> wrote:
>
>>  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 <[email protected]>
>> *To:* OpenSceneGraph Users <[email protected]>
>>   *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 <[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
>>>>>>>>>>>>>
>>>>>>>>>>>>> ------------------------------
>>>>>>>>>>>>>
>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>> osg-users mailing list
>>>>>>>>>>>>> [email protected]
>>>>>>>>>>>>>
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>>>>>>>>>>>>>
>>>>>>>>>>>>>
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