All Questions
Tagged with deferred-rendering shadow-mapping
12 questions
0
votes
1
answer
215
views
Using cubemap in view space for shadowing in deferred rendering
I want to render shadows for point lights with a cubemap. My shader uses view space for lighting (directional and point). So I convert ligthposW/lightfocusW in world space to ligthposV/lightfocusV in ...
0
votes
1
answer
1k
views
Deferred shadow mapping
Question:
What am i doing wrong in the CalcShadowFactor method? It looks like the depth check is not working correctly.
Body:
I'm using deferred rendering in my engine and i have generated the ...
4
votes
0
answers
953
views
Shadow mapping - Can't get the right texture coordinates
I'm trying to implement shadow maps for Spotlight's, but alas I can't get them to work. I have verified that my fragment shader is getting the shadow map texture. I can sample from it in the ...
1
vote
2
answers
116
views
Rendering order of shadowing point lights?
I'm implementing shadow mapping in my deferred rendering engine. I've got spot lights working, and now I'm working on point lights. Currently, I do it like this:
...
0
votes
1
answer
567
views
Backface culling without light leaking through
I want to be able to see through walls, so to do this I used planes for the walls, and enabled backface culling. However with shadow mapping I have a lot of light leaking through:
I read that using a ...
3
votes
1
answer
775
views
Shadow mapping. I don't understand what to do after creating the depth texture
I'm taking an intro to computer graphics course, so this is something we haven't touched on.
I am reading this tutorial http://www.opengl-tutorial.org/intermediate-tutorials/tutorial-16-shadow-...
8
votes
1
answer
1k
views
Variance shadow maps don't want to render properly
I've implemented VSM (and also ESM) in my engine but results are for me not as I expected and saw in many examples published on network.
I set filtering of shadow maps to GL_LINEAR but when I compare ...
2
votes
1
answer
2k
views
Shadow mapping with deffered shading for directional lights - shadow map projection problem
I'm trying to implement shadow mapping to my engine. I started with directional lights because they seemed to be the easiest one, but I was wrong :) I have implemented deferred shading and I retrieve ...
2
votes
1
answer
888
views
How to transform a shadow map to camera view?
I'm making a rendering engine as a hobby to learn more about 3D. I have a deferred renderer with the G-buffer (color, normal and depth). I also have a lighting controller that uses only spotlights at ...
4
votes
1
answer
1k
views
Deferred rendering with VSM - Scaling light depth loses moments
I'm calculating my shadow term using a VSM method. This works correctly when using forward rendered lights but fails with deferred lights.
...
16
votes
2
answers
18k
views
Shadows in deferred rendering
I've read some material about deferred rendering, and I think I get the gist of it. But what I don't understand is how it accomplishes shadows. The G-buffer, as far as I'm aware, does not involve ...
10
votes
2
answers
2k
views
Dual paraboloid point light shadows in deferred lighting setup
I've been playing around with this tutorial/sample code that demonstrates a simple implementation of light-pre-pass, which is a type of deferred lighting setup.
I'm in the process of implementing ...