Hi J-S,

There is a catch though. ViewBounds method has a bug
which basically ignores MinimalLightMargin parameter. I have made a fix
for this but it was not yet submitted, because its in the pack with
TrapezoidalShadowMap which is still in work.
Maybe I can will split them and send separately, if you are interested.

Hah! I was wondering why my minLightMargin setting didn't seem to change anything. Sure enough I was using LiSPSMVB...

Can I convince you to please submit the change? I already owe you a beer so we'll make it two :-)

Change submitted. Let me know if it works for you, I tested this fix some time ago, but hadn't really good test case because my DBs are not well conditioned for ViewBounds and I don't use this mode very often.

Don't bet on Trapezoidal, it will have the same performance as LispSM.
It really resemble LisPSM but may have some better quality for low level
moving viewer (person or driver).

That's interesting, am I to understand you're working on adding another ShadowTechnique to OSG? We often have viewers close to the ground so I'm looking forward to this.

I actually implemented Trapezoidal before LispSM long time ago . But it was not made as ViewDependentTechnique and I have recently ported it to work as one. But some issues remain and I don't see that I will be able to fix them soon.

Have you looked at adding splits as well? (a la Cascading Shadow Maps or Parallel Split Shadow Maps) That would also be interesting, it would likely give excellent results for most cases (viewer high above and close to the ground, looking straight down or towards the horizon, etc.) but for cull-bound scenes it might be slow...

I agree. That would be interesting. Unfortuantely I have no plans for it currently. Mixing PSSM with View Dependent Techniques and maybe Geometry shaders drawing all the cascaded shadow maps in one pass is tempting..., but such thing could easily steal few months of my schedule and I am terribly short on time recently. So frankly I don't see it happen soon. Maybe others would do it ? I have read between the lines (or submits) that David Callu was recently improving PSSM and some stuff with Geometry Shaders. I suspect he may be doing something like this...

Sorry for late response. I am recently having some trouble with time management ...

Cheers,
Wojtek Lewandowski
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