Posted By: Slin
Information about Shadowmapping - 02/25/08 21:49
I think that we should try to collect all usefull papers/information/codes on shadowmapping there is on the internet.
We should make a difference between approaches on softshadows and ways to get rid of aliasing.
I start with techniques for less aliasing -> higher Shadowresolution near to the player, less "flickering", ...:
And these are about softshadows:
I am sure that there are quite some good ressources missing, so please add all you know of
And then when it seems that we have most of them together IŽd like to discuss them a little bit to exchange some experiences and hopefully end with some nice implementations (or at least one great )
We should make a difference between approaches on softshadows and ways to get rid of aliasing.
I start with techniques for less aliasing -> higher Shadowresolution near to the player, less "flickering", ...:
- Yesterday I succeeded with implementing the technique presented in this great article: http://www.softgames.de/developia/viewarticle.php?cid=27884 (German)
Schrompf also presented it here: http://www.gamedev.net/community/forums/topic.asp?topic_id=405955&PageSize=25&WhichPage=2 (English) - LiSPSM: http://www.cg.tuwien.ac.at/research/vr/lispsm/ it is explained a bit easier with examplecode here: http://www.cg.tuwien.ac.at/~scherzer/lssm/index.html
- PSM: http://www-sop.inria.fr/reves/publications/data/2002/SD02/PerspectiveShadowMaps.pdf
- TSM: http://www.comp.nus.edu.sg/~tants/tsm/TSM_recipe.html
- Parallel-Split Shadow Maps (I am not sure but I think my implementation with 3 cams with different arc-values seems to be a bit similar): http://appsrv.cse.cuhk.edu.hk/~fzhang/pssm_vrcia/
And these are about softshadows:
- Variance Shadowmapping: This is the original paper http://www.punkuser.net/vsm/ (I got the example code working but it is much to complex to understand the idea)
and this is a great NVIDIA paper which is very easy to implement: http://developer.download.nvidia.com/whitepapers/2007/SDK10/VarianceShadowMapping.pdf - "Screenspace Blurring": http://www.gamedev.net/reference/articles/article2193.asp
- Softshadows with Smoothies: http://people.csail.mit.edu/ericchan/papers/smoothie/
- PCSS: http://developer.download.nvidia.com/shaderlibrary/docs/shadow_PCSS.pdf
I am sure that there are quite some good ressources missing, so please add all you know of
And then when it seems that we have most of them together IŽd like to discuss them a little bit to exchange some experiences and hopefully end with some nice implementations (or at least one great )