Hi Ramy,
I've done a little work on osgShadow since 2.8.3, so svn/trunk LispSM
is now a little more stable for more view points.
More significant is that I've experimented with using viewer level
depth partitioning to divide the scene into two halves - this improves
the quality and the stability
so I cannot delve into its details.
Cheers,
Wojtek Lewandowski
From: Ramy Gowigati
Sent: Tuesday, March 15, 2011 8:13 PM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] ViewDependentShadow massive flickering problems
Hi,
Sorry guys, I know this thread hasn't been active
Hi Wojciech ,
Thanks for your reply.
I was browsing the forums a little bit more carefully and I saw you suggestion
reading links from nvidia and so on. I went on there and for a few days I need
reading there and reading of the real time rendering books. Indeed PSSM is the
best optimal
Hi,
Sorry guys, I know this thread hasn't been active for quite sometime, but I am
also using LightSpacePerspectiveShadowMapVB and im getting flickering and
artifacts. To be honest I kinda got lost in the replies as to how to fix the
flickering and artifacts.
I also have a large outdoor scene
Hi Wojtek,
1: fix for a issue with MinimalShadowMap and
LightSpacePerspectiveShadowMapVB techniques ignoring minLightMargin
parameter.
I have tested your changes to LightSpacePerspectiveShadowMapVB in our
simulator, and it seems that taking into account the minLightMargin
parameter makes it
-Oryginalna wiadomość-
From: Jean-Sébastien Guay
Sent: Tuesday, November 16, 2010 9:12 PM
To: OpenSceneGraph Users
Subject: [osg-users] ViewDependentShadow massive flickering problems
Hi Wojtek,
1: fix for a issue with MinimalShadowMap and
LightSpacePerspectiveShadowMapVB techniques ignoring
Hi Wojtek,
Duelling frusta can be really nasty.
I agree, but as I said, I seem to be seeing the issues even in cases
where the view direction is nowhere near the light direction...
However, minLightMargin should not
significantly affect precision of shadow map. It may affect performance
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