Re: [osg-users] Shadow techniques status

2008-07-30 Thread Jean-Sébastien Guay
Hello Jim, ShadowMap does suffer from bad aliasing when the viewpoint is very near the shadow. The Orange book (GLSL shader) describes how to super-sample the depth buffer to mitigate aliasing. Indeed, aliasing is a big problem with vanilla shadow mapping in almost all real-world cases.

Re: [osg-users] Shadow techniques status

2008-07-30 Thread Jim Brooks
ShadowMap does suffer from bad aliasing when the viewpoint is very near the shadow. The Orange book (GLSL shader) describes how to super-sample the depth buffer to mitigate aliasing. Indeed, aliasing is a big problem with vanilla shadow mapping in almost all real-world cases. What you

Re: [osg-users] Shadow techniques status

2008-07-29 Thread Jean-Sébastien Guay
Hello Dan, I'm looking at shadow techniques provided by the osgshadow nodekit for use in a production project. On the wiki it reads like only ShadowMap is production ready and all the others have problems. Is this the case? Or have the others been marked as experimental because they do not

Re: [osg-users] Shadow techniques status

2008-07-29 Thread Adrian Egli OpenSceneGraph (3D)
2008/7/29 Jean-Sébastien Guay [EMAIL PROTECTED] Hello Dan, I'm looking at shadow techniques provided by the osgshadow nodekit for use in a production project. On the wiki it reads like only ShadowMap is production ready and all the others have problems. Is this the case? Or have the

Re: [osg-users] Shadow techniques status

2008-07-29 Thread Jean-Sébastien Guay
Hello Adrian, Parallel Split Shadow Map: it's still under *beta* release :-) i wait for a review by a specialist, ... please review, test this algorithme, for terrain, ... it's once of the most robust algorithm, but it has to be tested. I knew any talk about PSSM would get a reply from you

Re: [osg-users] Shadow techniques status

2008-07-29 Thread Jim Brooks
ShadowMap does suffer from bad aliasing when the viewpoint is very near the shadow. The Orange book (GLSL shader) describes how to super-sample the depth buffer to mitigate aliasing. ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] Shadow techniques status

2008-07-29 Thread Dan V .
Thanks for the replies. I'll take a closer look at PSSM. Dan. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Re: [osg-users] Shadow techniques status

2008-07-29 Thread Adrian Egli OpenSceneGraph (3D)
No, i have no problem with the PSSM and all of the discussion about it. but i would like to pass the pssm through a review, because i am not computer graphics specialist, i am more computer vision guy. :-) this is the only raison why i am answering all of the emails people asking for enhanced

[osg-users] Shadow techniques status

2008-07-28 Thread Dan V .
Hi. I'm looking at shadow techniques provided by the osgshadow nodekit for use in a production project. On the wiki it reads like only ShadowMap is production ready and all the others have problems. Is this the case? Or have the others been marked as experimental because they do not work