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Shadowmapping terrain #180902
01/30/08 13:58
01/30/08 13:58
Joined: Jan 2003
Posts: 4,305
Damocles Offline OP
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Damocles  Offline OP
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Joined: Jan 2003
Posts: 4,305
Here is a shot from a terraineditor I am working on

youtube video

http://de.youtube.com/watch?v=hyRrjEBkA6g


I cut the calulation time for the shadow-map to about 3 seconds.
(depends of course also on the PC, but the calculation should be done under 7 secs on older
computers)
Still having quite smooth shadows.

The level is fully made in the editor, wich took me about 1 minute...
(its still missing ambient objects, like trees)



Re: Shadowmapping terrain [Re: Damocles] #180903
01/30/08 14:07
01/30/08 14:07
Joined: Jan 2007
Posts: 2,247
Deutsch Niedersachsen
Puppeteer Offline
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Puppeteer  Offline
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Posts: 2,247
Deutsch Niedersachsen
Nice, the next step is realtime shadow mapping


Formally known as Omega
Avatar randomness by Quadraxas & Blade
http://omegapuppeteer.mybrute.com
Re: Shadowmapping terrain [Re: Puppeteer] #180904
01/30/08 14:14
01/30/08 14:14
Joined: Jan 2003
Posts: 4,305
Damocles Offline OP
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Damocles  Offline OP
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Posts: 4,305
Realtime shadows are possible (for RTS)
by simply manipulating the shadowskin according to the model.

Samll units must only draw a few pixels (the shadowmap does not have
a really hight resolution)
By keeping the updates small, its shure possible to make a dynamic shadow
for the moving units.

Re: Shadowmapping terrain [Re: Damocles] #180905
01/30/08 16:51
01/30/08 16:51
Joined: Apr 2005
Posts: 2,332
Germany, BaWü
aztec Offline

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aztec  Offline

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Posts: 2,332
Germany, BaWü
looking very fine
looks promising

Regards

Aztec


Visit:
schwenkschuster-design.de
Re: Shadowmapping terrain [Re: aztec] #180906
01/30/08 17:39
01/30/08 17:39
Joined: Jan 2003
Posts: 4,305
Damocles Offline OP
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Damocles  Offline OP
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Here with some Ambinet models






Re: Shadowmapping terrain [Re: Damocles] #180907
01/30/08 19:43
01/30/08 19:43
Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
frazzle Offline
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frazzle  Offline
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Posts: 2,758
Antwerp,Belgium
Looks pretty neat
Can you specify the way you enhanced the shadows, just being curious

Thanks in progres

Frazzle


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Re: Shadowmapping terrain [Re: frazzle] #180908
01/30/08 19:52
01/30/08 19:52
Joined: Jan 2003
Posts: 4,305
Damocles Offline OP
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Damocles  Offline OP
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its just baking the shadow (with a c_trace determining if a "pixel" can see the sun, then it is dark, else bright)

then a smoothingroutine runs over it, just the same way as you smooth pictures in a 2d Program

Re: Shadowmapping terrain [Re: Damocles] #180909
01/30/08 23:04
01/30/08 23:04
Joined: Jan 2003
Posts: 4,305
Damocles Offline OP
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Damocles  Offline OP
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here the editor and ingame-scene as video

http://de.youtube.com/watch?v=hyRrjEBkA6g

Re: Shadowmapping terrain [Re: Damocles] #180910
01/30/08 23:26
01/30/08 23:26
Joined: May 2002
Posts: 7,441
ventilator Offline
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ventilator  Offline
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Posts: 7,441
currently the areas behind the hills where the shadows start look strange. i think it would look much better if you used a lighting equation for baking.

just something simple like:

if(in_shadow) brightness = 0;
else brightness = max(0, vec_dot(normal, light_direction));

you could also modulate the brightness with the light color. falloff isn't needed with directional lighting.

Re: Shadowmapping terrain [Re: ventilator] #180911
01/30/08 23:36
01/30/08 23:36
Joined: Jan 2003
Posts: 4,305
Damocles Offline OP
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Damocles  Offline OP
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Posts: 4,305
Actually the shadow is not calculated by taking the "suns" position for now.
It takes a fixed position by script.
The sun is actually lightnig from a different direction.

When i align sun and shadow, then the mix of dynamic lightning of the terrain and the "baked" shadow will
look better.

I had a shadowbaker before that was more "realistic" by lighning the terrain in contrast to
calculating areas with shadow. but the calculation took almost a minute then.

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