Hi terry, about the PSSM demo...

The osg::View class, where does that come from? Old? New? Never seen it
before.
Something from your own stew?

/Anders


________________________________________________________________
 Anders Backman               Email:    [EMAIL PROTECTED]
 HPC2N/VRlab                  Phone:    +46 (0)90-786 9936
 Umea university              Cellular: +46 (0)70-392 64 67
 S-901 87 UMEA SWEDEN         Fax:      +46 90-786 6126
                               http://www.cs.umu.se/~andersb
 

> -----Original Message-----
> From: [EMAIL PROTECTED] 
> [mailto:[EMAIL PROTECTED] On Behalf Of Terry Welsh
> Sent: den 21 september 2006 04:33
> To: [email protected]
> Subject: Re: [osg-users] Parallel-Split Shadow Map with osg [PSSM]
> 
> 
> Hi all,
> Sounds like a lot of people want PSSM, so here's another 
> contribution to the effort. 
> http://www.reallyslick.com/~terry/stuff/PSSMdemo.tar.gz  To 
> run this demo, you'll need a model of a big scene; I didn't 
> supply one.  I suggest a nice outdoor scene about 10,000 
> units in diameter.  You also need GLSL support.
> 
> This implementation is fairly complete, but I would like any 
> opinions that you all have (or code to extend it).  I don't 
> know if this would make a better example program or nodekit.  
> The big problem I see with making a nodekit is that there are 
> just too many different ways to implement PSSM; I don't know 
> how you could make one nodekit that would satisfy everyone.
> 
> The angle I took in writing the DirectionalParallelSplitShadowMaps
> class was to just produce high quality shadow maps, but not 
> to force people to render their scene any particular way.  
> The demo renders your scene in one stage with a shader, but 
> it would be interesting to see what happens if you split the 
> scene into slices and render each slice with a single shadow map.
> 
> I also did not implement a split scheme like Adrian did.  It 
> seemed like everyone uses a different split scheme, and the 
> split scheme might need to be particular to the scene, so I 
> leave that up to the user of the 
> DirectionalParallelSplitShadowMaps class.
> 
> The class lets you add your scene in pieces:  an opaque 
> piece, and a piece with transparency.  Then it applies a 
> different shader to each one for rendering the shadow maps.  
> It might be nice to apply a different shader to the opaque 
> and transparent rendering bins, so that the user doesn't need 
> to make this separation themselves.  I don't know if this is 
> possible yet, though.  On the other hand, no sorting is 
> necessary for rendering objects with alpha into a shadow map 
> because pieces of those objects either become completely 
> opaque or completely transparent in the shadow map.  So maybe 
> the rendering big idea isn't the best solution.
> 
> The biggest thing missing in this demo is good LOD support.  
> I have been trading emails with Robert about implementing 
> good LOD support for shadows, but this effort isn't complete 
> yet.  So you might not see shadows cast by LODed nodes.
> 
> Anyway, let me know what you all think.....
> -- 
> Terry Welsh - mogumbo 'at' gmail.com
> www.reallyslick.com  |  www.mogumbo.com
> 
> > Message: 12
> > Date: Wed, 20 Sep 2006 18:53:04 +0100
> > From: "Robert Osfield" <[EMAIL PROTECTED]>
> > Subject: Re: [osg-users] Parallel-Split Shadow Map with osg [PSSM]
> > To: "osg users" <[email protected]>
> > Message-ID:
> >         <[EMAIL PROTECTED]>
> > Content-Type: text/plain; charset="iso-8859-1"
> >
> > On 9/20/06, Radu Mihai <[EMAIL PROTECTED]> wrote:
> > >
> > > Here's how I think this could be handled:
> > > - SSM NodeKit - standard shadow map, using FBO and 
> GL_DEPTH textures 
> > > there's an point of interest being discussed  in the list about 
> > > doing a depth-only FBO render after the FBO version is 
> running well, 
> > > there can be some fall-back methods added
> > > - derive a PSSM NodeKit based on the previous one
> > > I think the approach here would be to have MultiTexturing 
> used in the SSM
> > > kit and use that capability in the PSSM kit to do the 
> texture management
> > > additionally there will be code to manage the creation of 
> the splits
> > >
> > > This kind of approach would allow me to combine job-related work 
> > > with OSG contributions :)
> > >
> > > If you're interested, and if you think this is a good way to 
> > > proceed, I'll post the code I have and we can go forward 
> from there.
> > >
> >
> > FYI, I should start work on an osgShadow library for the OSG quite 
> > soon. The contract is for stencil volume shadows, so this will 
> > probably be the intitial back end implementation, however, 
> I'd like to 
> > make the interface classes as generic as possible, and 
> support other 
> > shadowing algorithms.
> >
> > How easy this might be is very difficult for me to say until one 
> > starts lining up various implementation side by side and 
> working out 
> > the commonality and the differences, and finding ways to 
> encapsulate 
> > the differences neatly.
> >
> > More info on this once I get underway on it.
> >
> > Robert.
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