On Mon, 2007-02-19 at 14:35 +0000, Robert Osfield wrote:

> Hi Radu,
> 
> On 2/19/07, Radu Mihai <[EMAIL PROTECTED]> wrote:
> > I just saw ShadowTexture implementation from svn, I'll look over it and
> > maybe get the ShadowMap done following it as a template (looks like the
> > place I was got stuck was using different traversal masks for the cull+draw
> > traversal).
> 
> I've done a basic port of osgdepthshadow to ShadowMap now too, so svn update 
> :-)
> 

Saw it :)

Had to wait for a couple of fixes while I was building, but now [ rev.
6238 ] it works very nicely.


> There is still a lot one could do to improve both ShadowTexture and
> ShadowMap, in few key areas:
> 
>    - ability to handle wide range of model types - such as some
> objects with textures,
>      some without
> 


I have done this before, by using a bool Uniform to control the
texturing. On the first implementation, I had a flag when adding to the
scenegraph. 
As an improvement, I was thinking of testing the models for texturing
( at addition or update ) , I'm not sure if the steps below are
sufficient :
    Visit the model, test each Drawable for StateSet->textureAttribute
and set the Uniform accordingly
Any suggestions for some code that does something similar wold be very
welcome.


>    - what happens when multiple lights are used
> 

This should be interesting, and very close to PSSM for 1 light.

>    - make the same area view dependent so that as you move around a large 
> scene
>      the part of the scene that the texture covers moves.
> 

When using spotlights this is much easier, as the spot's parameters can
be used.

>    - use of texture projection that creates a trapezoidal mapping
> rather than a rectangular
>      one, I forgot the official name of the technique... the idea is
> create a better balance
>      of texels for objects near the eye vs at the far plane.
> 

I think there are a couple of names for different implementations of
this [ from GpuGems 1 & ShaderX4 ]:
    "Perspective Shadow Maps" [Stamminger02]
    "Light Space Perspective Shadow Maps" [Wimmer04]

> There are also technique specific parameters that one could tweak.
> 

Bias for the PolygonOffset and bias for SM look-up come to mind.

> ShadowTechnique is never going to be that powerful, ShadowMap will be
> better, but I expect ShadowVolume and ParallelSplitShadowMap to be the
> real high quality solutions.  Each of these different techniques will
> have their own strong points/weaknesses.
> 
> Since we now have two image based ShadowTechniques checked in I'm
> hoping that it won't take much more to add support for
> ParallelSplitShadowMap.
> 
> Robert.
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-- 
Mihai Radu <[EMAIL PROTECTED]>
Critical Mass Labs

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