Hi all, I might try an implementation of omni-directional point light shadow mapping based on this interesting paper.
https://hal.archives-ouvertes.fr/hal-00733343/document They manage to generate 6 views of the same object in a single pass and within a destination single texture using geometry shaders and some additional clipping magic. This could be modified of for application in dual paraboloid mapping or shadow cube maps, I believe. An additional and very promising application of their technique would be stereoscopic viewport rendering for VR headsets. Christian 2016-03-16 15:50 GMT+01:00 Christian Buchner <christian.buch...@gmail.com>: > Hi, > > I wonder if anyone here would be able to share some OSG based sample code > demonstrating shadow cube maps for point light sources. > > While the osgShadow::ShadowMap class will currently detect point lights > and use a perspective frustum for rendering the shadow map, I believe this > does not currently cast shadows in all directions > > Rendering into all 6 faces of a cube map seems quite costly, so I wonder > if there are more efficient ways to do shadow casting in all directions, > say... rendering into two halves of a spherical map for example. Or going > completely crazy... a tetrahedral shadow map requiring 4 projections > instead of 6 for a cube map, > > Christian > >
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