Shadow mapping is a process by which shadows are added in 3D graphics scenes.
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shadow mapping and linear depth
I'm implementing ominidirectional shadow mapping for point lights. I want to use a linear depth which will be stored in the color textures (cube map). A program will contain two filtering techniques: ...
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91 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 ...
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Shadow mapping does not work correctly using GLSL shaders
I'm a beginner in shadow mapping. I have in my scene two meshes : a cube and a floor. The scene is lighted by a single point light.
Here's for the following display the light properties :
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Simple shadow casting in 2.5D game
I am trying to build simple game and I just bumped on some logical problem that I am sure many of you already came across. I have a plane - floor and several sprites-trees that have tree texture on ...
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Shadow Mapping Wrong Results
Since 2 days, i'm trying to figure out whats wrong with my shadow shader.
The shadow map is drawn correctly, just the projection on to the scene is not working.
The Vertex Shader Code seems fine:
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1answer
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Cascaded Shadow Maps: clipping against scene bounds
I just implemented an initial version of CSMs based on the MSDN articles Common Techniques to Improve Shadow Depth Maps and Cascaded Shadow Maps.
I fit the shadow projection to the view frustum, and ...
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1answer
160 views
Rendering lightmaps at runtime
I'm creating a procedural terrain system for Unity. And I'm looking for ways to efficiently cast self-shadows on it. If it wasn't procedural, I could simply bake a lightmap using Beast. But, I can't ...
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90 views
The math behind Variance Shadow Maps - moments
I am not asking how to implement them (that's not particularly difficult), but I'm having a bit of trouble understanding why the moments used in Chebyshev's inequality (indirectly) are equal to the ...
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Shadow-casting through time acting in “reverse” before next notciable shadowmap update
question was re-written to better explain the problem
I have a scene of big thin parallelepiped, small cube, and a light source, all aligned on Y axis, like so:
_
| |
| |----[ ]----Light
|_|
Both ...
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88 views
directional light and shadow mapping
I use a single shadow map for a small demo scene. A scene is illuminated by a directional light. I need to set appropriate projection and view matrices for a light space. I use an orthographic ...
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1answer
112 views
Shadowmapping theory question
I think im on good way to grasp the complete concept of simple hard-edged shadowmapping!
The thing i find the hardest to grasp though is about the individual shadow-render for each light...
Since the ...
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1answer
88 views
Shadowmap moving with camera
I am trying to shadowmap a large terrain, I position my light that it is always at the position of the player and looking at the player, the problem is that the shadows now move with the player, I ...
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209 views
GL_EXT_shadow_samplers killing my shader
I have the following fragment shader for my scene
#extension GL_EXT_shadow_samplers : require
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vec4 color = texture2D(uTextureUnit0, varTexCoord0);
if (colorTransformEnabled != 0) {
vec3 ...
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Tutorials for shadow mapping with multiple point lights in XNA [closed]
I've been trying to crack this problem for a while now and I'd like to know if there's a tutorial or two out there that can help me with this. I know how to do shadow mapping with a single light, and ...
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286 views
Shadow artifacts caused by filtering
I'm working on a shadow-mapping implementation for an OpenGLES 2.0 environment (Stage3D in Flash to be exact). This is how my current implementation works:
Render the scene to backbuffer.
Render ...