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Re: dual pass Projective Shadow Mapping [Re: Slin] #222360
08/18/08 23:32
08/18/08 23:32
Joined: Apr 2008
Posts: 235
TEXCOORD3
Foxfire Offline OP
Member
Foxfire  Offline OP
Member

Joined: Apr 2008
Posts: 235
TEXCOORD3
target map comes from a depth map of a previous stage.
It is called "dual" because it only uses 2 accumalative passes (2 stages @ 1 pass).

store a gradient or gamma multiplier in the alpha channel;
this effects all pixels in the view rather than the rgb values that are only multiplied by the lit pixels.

For aliasing, expect a version 2.0 soon with a linear search solution for both the loss of z-buffer precision and limitation of pixel space.


http://www.groundtacticsgame.com/
Alienware m17x R Custom laptop
specs:
Intel Core 2 Extreme Quad CPU Q9300
2x Nvidia 280GTX 2GB vram
6GB ddr3 memory@ 1333Mhz
512GB SSD
1200p 17' screen
runs Crysis Warhead on max settings at 1200p at 90 fps
Re: dual pass Projective Shadow Mapping [Re: Foxfire] #222361
08/18/08 23:39
08/18/08 23:39
Joined: Apr 2008
Posts: 235
TEXCOORD3
Foxfire Offline OP
Member
Foxfire  Offline OP
Member

Joined: Apr 2008
Posts: 235
TEXCOORD3
Also,
I sort of released this code just to "prove" that I am working and not dead.
I think this is my first contribution. I'll update it with something more special soon enough (Slin). But I agree, I think i made a nice start but I will work on the quality. Thanks for the inspiration.


http://www.groundtacticsgame.com/
Alienware m17x R Custom laptop
specs:
Intel Core 2 Extreme Quad CPU Q9300
2x Nvidia 280GTX 2GB vram
6GB ddr3 memory@ 1333Mhz
512GB SSD
1200p 17' screen
runs Crysis Warhead on max settings at 1200p at 90 fps
Re: dual pass Projective Shadow Mapping [Re: Foxfire] #222387
08/19/08 03:30
08/19/08 03:30
Joined: Dec 2005
Posts: 478
India
M
msl_manni Offline
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msl_manni  Offline
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M

Joined: Dec 2005
Posts: 478
India
Please post a working project.


My Specialities Limited.
Re: dual pass Projective Shadow Mapping [Re: msl_manni] #222407
08/19/08 07:48
08/19/08 07:48
Joined: Dec 2003
Posts: 16
Germany
FastJack Offline
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FastJack  Offline
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Joined: Dec 2003
Posts: 16
Germany
Thanks for this!


Diskutiere niemals mit Idioten. Erst ziehen sie dich auf ihr Niveau runter und dort schlagen sie dich dann mit erfahrung.
Re: dual pass Projective Shadow Mapping [Re: FastJack] #222448
08/19/08 13:35
08/19/08 13:35
Joined: Sep 2002
Posts: 1,604
Deutschland
ChrisB Offline
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ChrisB  Offline
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Joined: Sep 2002
Posts: 1,604
Deutschland
Quote:
I use multiplication for the box-blur to make the blur independent of the viewing distance.

The problem you get with your method is that when you sample the shadowmap near the (0,0) coordinates you will get less smoothiness then at the point where you sample the shadowmap near the (1,1) coordinates.
if you want to make the blur independent of the viewing distance you should do something like this:
float4(IN.Depth.x + 0.001/viewDistance,IN.Depth.y + 0.001/viewDistance,IN.Depth.z,IN.Depth.w)


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Re: dual pass Projective Shadow Mapping [Re: ChrisB] #232006
10/18/08 18:55
10/18/08 18:55
Joined: Apr 2008
Posts: 235
TEXCOORD3
Foxfire Offline OP
Member
Foxfire  Offline OP
Member

Joined: Apr 2008
Posts: 235
TEXCOORD3
Thanks Chris B,
this was one of my first shadow mappers and your absolutley right.

I fixed whis quite a while ago, sorry i didn't reply faster.
-Mike-


http://www.groundtacticsgame.com/
Alienware m17x R Custom laptop
specs:
Intel Core 2 Extreme Quad CPU Q9300
2x Nvidia 280GTX 2GB vram
6GB ddr3 memory@ 1333Mhz
512GB SSD
1200p 17' screen
runs Crysis Warhead on max settings at 1200p at 90 fps
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