Hi Robert,

On 29 May 2015 at 03:41, Robert Graf <[email protected]> wrote:
> Do you or anyone else here know if the view dependent shadow map in the OSG 
> is based on the method of the following master thesis?

I read a number of different papers, tried different implementations
and came up with an approach that worked well for decent range of
scenes.  The technique also embodies several approaches - it supports
multiple shadow maps and perspective shadow maps.  It essentially
boils down to rendering the scene from the light source direction,
adjusting the frustum to provide better correlation between shadow
texels and final screen space projection of the shadow map - all depth
texture based shadow techniques use this broad approach, the different
boils down to the management of the view frustum of the shadow render
pass.

Robert
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