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Re: Stages and Softshadows [Re: bstudio] #165919
11/07/07 12:49
11/07/07 12:49
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
I hope so. Please do it!

But you have to know that this article and source code only delivers the basics. If you want to make it right then you still need more like mipmapping/anisotropic filtering and potentially a pre-processing blur step. Otherwise you will have ugly blocky shadows.
Besides that it is research code and not optimized for a working game environment.

Nevertheless I am looking forward to see your results.


Models, Textures and Games from Dexsoft
Re: Stages and Softshadows [Re: Machinery_Frank] #165920
11/07/07 13:07
11/07/07 13:07
Joined: May 2002
Posts: 7,441
ventilator Offline
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ventilator  Offline
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look into the readme.txt. you can also enable blurring and play with other options.

with blurring it's very slow though on my gf6600.

Re: Stages and Softshadows [Re: ventilator] #165921
11/07/07 13:26
11/07/07 13:26
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Machinery_Frank Offline
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Machinery_Frank  Offline
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Posts: 7,121
Potsdam, Brandenburg, Germany
Yes. That is right. I confused that with the infos from the composer example and the written text from the article.


Models, Textures and Games from Dexsoft
Re: Stages and Softshadows [Re: Machinery_Frank] #165922
11/07/07 13:45
11/07/07 13:45
Joined: Jun 2004
Posts: 655
to your left
BoH_Havoc Offline
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BoH_Havoc  Offline
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Posts: 655
to your left
Quote:

...and potentially a pre-processing blur step. Otherwise you will have ugly blocky shadows




That's not quite right. The variance shadow algorythm already calculates some kind of blur for the shadowmap (at least that's what it looks like on my end after porting it to A6). However an additional blurring step increases the overall look of course
And as for porting it to 3dgs: Possible, even in A6 and without any plugins (that's if you only want 1 light and no omni light support). Porting it to A7 should actually be fun


Shade-C EVO Lite-C Shader Framework
Re: Stages and Softshadows [Re: BoH_Havoc] #165923
11/07/07 13:53
11/07/07 13:53
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
Yes. You are right. Since it uses the depth and the square of the depth it already does some kind of antialiasing.

My comment is a direct copy from the readme of the fx-composer file. So the developer themselves said it would be better to do those steps afterwards.


Models, Textures and Games from Dexsoft
Re: Stages and Softshadows [Re: BoH_Havoc] #165924
11/07/07 14:57
11/07/07 14:57
Joined: Apr 2005
Posts: 4,506
Germany
F
fogman Offline OP
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fogman  Offline OP
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Quote:

Porting it to A7 should actually be fun




That means you´ll do it? That would be fantastic.
I could give you some models, textures or soundeffects in exchange.
Or something else, like my soul.


no science involved
Re: Stages and Softshadows [Re: fogman] #165925
11/07/07 17:33
11/07/07 17:33
Joined: Jun 2004
Posts: 655
to your left
BoH_Havoc Offline
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BoH_Havoc  Offline
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Posts: 655
to your left
Quote:

That means you´ll do it? That would be fantastic.




Haha, we'll see ^^ I think it's not really neccesary as wetain already has a variance shadow "plugin" showcasing in sc1 (as mentioned before). If the price isn't too high and multiple lights are supported (as stated), then i think you should go for that plugin.
A thing I might do in the future is pssm enhanced vsm so you can use it as sunlight. But maybe wetain has already implemented this, i don't know.

Sidenote: I don't own A7 atm. I'm planning on buying it in the next days however. And then i'll have some fun with view.mtl and maybe stages if i become a beta tester

PS: In case of porting it to A7: I think your soul would be more than sufficent


Shade-C EVO Lite-C Shader Framework
Re: Stages and Softshadows [Re: BoH_Havoc] #165926
11/10/07 16:37
11/10/07 16:37
Joined: Apr 2005
Posts: 4,506
Germany
F
fogman Offline OP
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fogman  Offline OP
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Joined: Apr 2005
Posts: 4,506
Germany
I´ve found a very detailed student research project about trapezoidal shadow maps. Unfortunately it´s only in german.
But it contains a complete example implementation.

Maybe it´s interesting for you.

http://www.uni-koblenz.de/~cg/Studienarbeiten/ShadowMappingNicoHempe.pdf


no science involved
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