Hi Ramy,

I've done a little work on osgShadow since 2.8.3, so svn/trunk LispSM
is now a little more stable for more view points.

More significant is that I've experimented with using viewer level
depth partitioning to divide the scene into two halves - this improves
the quality and the stability of the shadow significantly.  Using
depth partitioning is similar to ParallelSplitShadowMap (PSSM), but
adds improvements in depth precision to the table as well.   The depth
partitioning is implementated via viewer slave cameras, and can work
with all the current shadow techniques, so you can happily combinat
LispSM with depth partitiioning, from my testing this results in the
best results, but still not perfect.

Try out svn/trunk, and try adding --dp to the osgsadhow command line
to look at the results, i.e.

   osgshadow --dp --lispsm yourmodel.ive


If you have a look at the osgshadow.cpp you'll see how to call
osgViewer::View to create the required slave cameras to do the depth
partitioning.

Robert.
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