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view frusta and shadow map #185602
02/25/08 15:58
02/25/08 15:58
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MaxF Offline OP
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Hi

Does lite-c let you access the view frustum and shadow map?

Or is this just the DX9 shader pipeline?

Thanks


Re: view frusta and shadow map [Re: MaxF] #185603
02/28/08 02:36
02/28/08 02:36
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zazang Offline
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what values do u want from the view frustum ?
The view frustums size is determined in lite-C by clip_near,clip_far and arc values.another thing that can help is the read only CLIPPED flag of an entity,
which tells if an entity is out of view frustum.


I like good 'views' because they have no 'strings' attached..
Re: view frusta and shadow map [Re: zazang] #185604
02/28/08 03:42
02/28/08 03:42
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MaxF Offline OP
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I'm seeing if this is possible with the current engine:

web page

Quote:

Shadow Maps (PSSMs) scheme, which splits the view frustum into different parts by using the planes parallel to the view plane and then generates multiple smaller shadow maps for the split parts. A fast and robust split strategy based on the analysis of shadow map aliasing has been proposed, which produces a moderate aliasing distribution over the whole depth range.




Last edited by MaxF; 02/28/08 03:43.

Re: view frusta and shadow map [Re: MaxF] #185605
02/28/08 03:53
02/28/08 03:53
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ventilator Offline
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i think in lite-c it could be done very similarly to that source code (probably a one pass solution has to be used though instead of the multiple passes they use in the demo). all the needed D3DX functions should also be available.



D3DXVECTOR3 vZ = vTarget - vSource;

but since lite-c doesn't support oo features you have to convert such stuff to:

D3DXVECTOR3 vZ;
D3DXVec3Subtract(&vZ, &vTarget, &vSource);



i am also very interested in getting this running in gamestudio but i only have started to read the paper as yet.

Re: view frusta and shadow map [Re: ventilator] #185606
02/28/08 05:39
02/28/08 05:39
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zazang Offline
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Are there any tests that show that PSSM is better/faster than other shadow mapping methods ?


I like good 'views' because they have no 'strings' attached..
Re: view frusta and shadow map [Re: zazang] #185607
02/28/08 07:46
02/28/08 07:46
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ventilator Offline
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http://hax.fi/asko/PSSM.html
here you can find a demo and a paper.

if you want to do outdoor shadowing you need some technique like that to get better distribution of the shadow map resolution across the view frustum and pssm looks like it is quite easy to implement. (i have finished reading the paper now and started implementation. the easy functions are ported already but now comes some more tricky stuff... )

Re: view frusta and shadow map [Re: ventilator] #185608
02/28/08 09:15
02/28/08 09:15
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zazang Offline
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ventilator ur god

But still I couldnt find any comparison between this and the other mapping methods on the site..I must be missing it..can anyone paste it here


I like good 'views' because they have no 'strings' attached..
Re: view frusta and shadow map [Re: zazang] #185609
02/28/08 12:29
02/28/08 12:29
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ventilator Offline
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i have ported all functions now but... surprise... it doesn't work! looks very faulty and with stuff like that i find it very hard to figure out what's wrong. i have to stop now but i hope i will have time soon to investigate it and get it working.

Re: view frusta and shadow map [Re: ventilator] #185610
02/28/08 15:00
02/28/08 15:00
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MaxF Offline OP
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Hope you do work it out Ventilator and yes you are a god

I know Rockstar use this method for their "outdoor shadowing" in GTA

I'm doing a outdoor game so I would like this very much.

I need to learn shader coding but I don't have the time at the moment


Re: view frusta and shadow map [Re: MaxF] #185611
02/29/08 06:41
02/29/08 06:41
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ventilator Offline
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i got it working but it still needs a lot of optimization.

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