sorry missing files in my first PSSM.rar
adegli
2006/9/17, Adrian Egli <[EMAIL PROTECTED]>:
adegli
2006/9/17, Adrian Egli <[EMAIL PROTECTED]>:
I just started implementing the PSSM algorithme, but i have still 100'000 problems with. i like to post my latest source snipp. it's very very "hacky" or "quick and dirty" programming like,
but it sould give you some nice information about the main idea, may somebody is much better in doing / implementing things like i like to have/do. :-)
/adegli2006/7/24, Terry Welsh <[EMAIL PROTECTED]>:Hi Adrian,
I don't want to rewrite my shadow code for each application, but I think I might need to rewrite it or at least modify it to get the best performance. For example, sometimes I might want to use shaders and sometimes I might not. Or sometimes I might want to render my scene in stages in order to get better depth resolution, but other times I might want to render it all in one staget to get better performance. It might be difficult to include all the possible options. However, this discussion is a little premature since we don't even have a working prototype yet :)
Currently, I am rendering 4 shadow maps using multiple textures, but I have not been able to apply them to the scene because of a driver problem. I also have code to render all 4 images to 1 texture, but it is broken probably because of an OSG problem. You will see these issues in my recent posts to the OSG mailing list. I look forward to hearing about your progress.
My first house guest arrives tomorrow, so I probably won't make much progress for about 3 weeks :(
--
Terry Welsh - mogumbo 'at' gmail.com
www.reallyslick.com | www.mogumbo.comOn 7/24/06, Adrian Egli <[EMAIL PROTECTED] > wrote:hi terry,2006/7/22, Terry Welsh < [EMAIL PROTECTED]>:On 7/22/06, Adrian Egli <[EMAIL PROTECTED] > wrote:hi terry,
unfortunately i didn't yet get the time to work on PSSM.
i would prefere more than one texture, if this works fast. otherwise one texture splittet into n parts could be a alternative solution, but
we will lose a general implementation for addon a new level (texture) i would prefere to define n at runtime, may n=4 would be very good
choose, as mentioned in the paper, but may we have other limits in our application.
I will prefer the fastest solution, and I don't yet know if that will be one texture or multiple textures. We could still have a general solution with n splits even with one texture, but it would be limited by the maximum texture size of your hardware. If your limit is 4096 pixels, then you could fit 8 textures into 512x4096.
the fastest and robust solution is the one i prefer.
The more I look at this problem, the more I think there will be no good general solution because there are are too many places where you can make trade-offs or optimizations for your particular application. One solution could be built into OSG, but I imagine I would always rewrite it for every application that I used it in.
i didn't yet much think about that, why do you feel like rewriting it for each application?
For example, without using shaders, the only way to render the scene is in multiple passes but this is very invasive and complicates the scene rendering. But forcing people to render everything through shaders is invasive in another way.
And if we use shaders in the OSG solution, we would probably have to pick one very specific way of splitting the scene so that the math for finding the split depths could be built into the shader.
how would you thing to share the source? or do you prefere implementing in two seperated source, and we would compare the two
solutions a the end.
I don't know about this. If we work separately at first we will probably come up with more ideas. But we will also duplicate a lot of work :)
i will start my-self, and so we can find out a better and faster solution. two different ansatz will often helps. may we will merge it at an early state of development.
i feel this would be the best way. i have to get the feeling how i can implement it with OSG.
adegli
2006/7/21, Terry Welsh < [EMAIL PROTECTED] >:Hi Adrian,
I have been working on PSSM a little, but I haven't gotten very far yet. So far I have only worked on computing the new light frusta for the different shadow maps.
I was trying to think of ways to render the final scene in one pass instead of splitting up the scene. So far I can think of only two possibilities: 1. Use a shader to index the appropriate shadow map depending on the position of the fragment, or 2. Make one big shadow map (something like 512x2048 containing 4 shadow map images) and use a shader to determine which section of the shadow map to look at.
Do you have any other ideas about how to do this?
--
Terry Welsh - mogumbo 'at' gmail.com
www.reallyslick.com | www.mogumbo.comOn 7/14/06, Terry Welsh < [EMAIL PROTECTED]> wrote:Hi Adrian,
I think I'm at the same stage as you and will probably do this in about a month. I am working on the terrain rendering currently, and then I will have house guests for about 3 weeks :)
I'm working on a demo with a group at my old school. We're implementing a large outdoor scene in OSG. PSSM is the best method I have found for doing shadows in that type of environment.
So far I have only read about PSSM, but I haven't given much thought to whether it should be a core OSG feature. It would be difficult to make it a core feature since you have to render your scene in layers, but it still might be possible. I was planning to implement it first and see how well it fit into OSG when I was done...
--
Terry Welsh - mogumbo 'at' gmail.com
www.reallyslick.com | www.mogumbo.com
On 7/14/06, Adrian Egli < [EMAIL PROTECTED]> wrote:Hi Terry,
i like to start, but unfortunately i am pritty blowed up with hyper important work. I have to finish some important case study, but i will
be very open in implementing feature sharing and so on. So i didn't yet started, but i hope i will be able to start end of this month.
and you? what do you propose, how do we like to share the development concept? i like to implement this feature as openscenegraph
core feature, what do you think? nodekit? ... but i guess this would be very important vr approche
/adegli2006/7/14, Terry Welsh < [EMAIL PROTECTED] >:Hi Adrian,
I saw your post about Parallel Split Shadow Maps on the OSG list. Have you made any progress on that yet? I was looking into implementing it as well, so maybe we can share notes once I make some progress....--
Terry Welsh - mogumbo 'at' gmail.com
www.reallyslick.com | www.mogumbo.com
--
Terry Welsh - mogumbo 'at' gmail.com
www.reallyslick.com | www.mogumbo.com
PSSM.rar
Description: application/rar
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