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Re: view frusta and shadow map [Re: ventilator] #185612
02/29/08 08:31
02/29/08 08:31
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Machinery_Frank Offline
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Machinery_Frank  Offline
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Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Congratulation!


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Re: view frusta and shadow map [Re: ventilator] #185613
02/29/08 09:30
02/29/08 09:30
Joined: Aug 2001
Posts: 2,320
Alberta, Canada
William Offline
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William  Offline
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Joined: Aug 2001
Posts: 2,320
Alberta, Canada
Yeah, that looks like a good start! Interested to see what you come up with.


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Re: view frusta and shadow map [Re: William] #185614
02/29/08 13:22
02/29/08 13:22
Joined: May 2005
Posts: 2,713
Lübeck
Slin Offline
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Slin  Offline
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Posts: 2,713
Lübeck
If I understand it basicly right, you need a view in GS for each depthmap, right? That makes it quite slow with current GS-versions, doesn´t it?
I just made the experience that more than one view for the lights depthmaps is not usable with gamestudio in more complex scenes because it gets very slow-.-
But anyways, great work

Re: view frusta and shadow map [Re: Slin] #185615
02/29/08 17:58
02/29/08 17:58
Joined: Jan 2003
Posts: 4,615
Cambridge
Joey Offline
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Joey  Offline
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Posts: 4,615
Cambridge
it does. view rendering is way too slow for appropriate shadowmapping atm.

Re: view frusta and shadow map [Re: Machinery_Frank] #185616
02/29/08 19:45
02/29/08 19:45
Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
frazzle Offline
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frazzle  Offline
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Antwerp,Belgium
Quote:

Congratulation!




Second

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Re: view frusta and shadow map [Re: frazzle] #185617
02/29/08 23:27
02/29/08 23:27
Joined: May 2002
Posts: 7,441
ventilator Offline
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ventilator  Offline
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Posts: 7,441
why is this supposed to be much slower in a7 than with other engines? the additional views have to be rendered there too?

performance still is ok with 4 shadow views and a 100000 poly scene on my slow gf6600 (no gt). i don't do any filtering yet though. so it could get quite slow at the end but games with shadow mapping (like the crysis demo with medium detail) run with about 5 - 10fps at 800x600 on my pc. you need a fast pc for such things.

pssm is running nicely but additional work is needed for reducing artifacts. i don't know much about the different shadow filtering methods and so on so it will take me a while to figure this out.

Re: view frusta and shadow map [Re: ventilator] #185618
02/29/08 23:45
02/29/08 23:45
Joined: Jun 2004
Posts: 655
to your left
BoH_Havoc Offline
User
BoH_Havoc  Offline
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Joined: Jun 2004
Posts: 655
to your left
Good work!

Is this already using 32bit fp textures or are you using a normal 8bit depthmap?

Quote:

i don't know much about the different filtering methods and so on so it will take me a while to figure this out.




I think i read somewhere that using anisotropic filtering in the depthmap samplers already gives a good visual boost. However this is a performance killer if i remember correctly. I'll have a look at my shaderbooks again...i think it was written somewhere in shader x5.


Shade-C EVO Lite-C Shader Framework
Re: view frusta and shadow map [Re: ventilator] #185619
03/01/08 01:57
03/01/08 01:57
Joined: Jul 2002
Posts: 1,364
Minbar
M
MaxF Offline OP
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MaxF  Offline OP
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M

Joined: Jul 2002
Posts: 1,364
Minbar
GREAT WORK ventilator you rock!!!

@BoH_Havoc - Yes it is in shader x5 but under a different name.


Last edited by MaxF; 03/01/08 01:59.

Re: view frusta and shadow map [Re: MaxF] #185620
03/01/08 02:11
03/01/08 02:11
Joined: May 2002
Posts: 7,441
ventilator Offline
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ventilator  Offline
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Joined: May 2002
Posts: 7,441
Quote:

Is this already using 32bit fp textures or are you using a normal 8bit depthmap?


my version also uses a 32bit fp texture.

for filtering maybe i will just use jcl's poisson.fx blur example and try to make it depth aware to avoid bleeding.



...
maybe someone knows how i could clear the depth buffer with 1.0 instead of 0.0 with a7?

this would be necessary for back face rendering like the pssm example uses to eliminate the need for depth bias.

Re: view frusta and shadow map [Re: ventilator] #185621
03/01/08 02:30
03/01/08 02:30
Joined: Oct 2003
Posts: 702
Z
zazang Offline
User
zazang  Offline
User
Z

Joined: Oct 2003
Posts: 702
maybe this would do ?

IDirect3DDevice9::clear()

but it may need a dll because I dont know if the scope operator :: works in LiteC
Also u may need to set "render_sky" to the action that sets the depth buffer to 1.0


I like good 'views' because they have no 'strings' attached..
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