Hi Justo,

Take a look to the Variante Shadow Map
algorithm<http://developer.nvidia.com/node/165> to
apply shadow on the scene.
Instead of use default OpenGL ShadowMap comparaison technique, this
algorithm
provide a different way to capture and apply shadow.
This technique take more resource but with a better result.

HTH
David Callu



2011/8/25 Robert Osfield <[email protected]>

> Hi Justo,
>
> Surfaces that are parallel to the light source will be subject to
> numerical aliasing issues that will mean that either the fragment is
> inside or outside that shadow map.  You can't avoid these aliasing
> issues completely but if the vertex and fragment shaders are set up
> correctly then the parallel surfaces should in theory have the same
> ambient lighting regardless of being in the shadow or not so you
> shouldn't see the aliasing artifact.
>
> I have just developed a new shadow technique that you'll find checked
> into svn/trunk, look for the ViewDependentShadowMap, use the --vdsm
> option in osgshadow example.  All going well this will replace the
> collection of other shadow techniques.  I would recommend testing
> against this new technique.
>
> Robert.
>
> On Thu, Aug 25, 2011 at 7:12 PM, Justo Ureña <[email protected]> wrote:
> > Hi,
> >
> > I´m testing diferent shadows techniques for my scene, and after some
> adjusts, I got them working fine... Except for very big aliasing that
> appears in some surfaces that are parallel to the light direction. It
> happens in all the shadow maps techniques (ShadowMap, StandardShadowMap,
> LISPSM)... and I´ve tried all the things that I could imagine to get rid of
> them without success... Please, anyone can help me with that?
> >
> > From my investigation I got that the problem is that the depth map
> calculated by the shadow camera does not fit exactly with the curved shape
> in the scene. In the attachment you can see a render of the scene (that only
> includes the cessna and a vertical directional light that produces the
> shadow) coloured with the depth map. As you can see, in the laterals of the
> cessna appear these withe stiches that means that the depth calculated in
> these texels of the map is infinite, what is obviously wrong. There is any
> way to avoid this annoying effect?
> >
> > Thank you very much!
> >
> > Cheers,
> > Justo
> >
> > ------------------
> > Read this topic online here:
> > http://forum.openscenegraph.org/viewtopic.php?p=42241#42241
> >
> >
> >
> >
> > _______________________________________________
> > osg-users mailing list
> > [email protected]
> >
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> >
> >
> _______________________________________________
> osg-users mailing list
> [email protected]
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>
_______________________________________________
osg-users mailing list
[email protected]
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Reply via email to