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Re: Variance Shadow Mapping for the Sun [Re: chaotic_dragon] #176355
01/06/08 10:03
01/06/08 10:03
Joined: Sep 2007
Posts: 67
Seevetal, Germany
Rasterbar Offline
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Rasterbar  Offline
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Joined: Sep 2007
Posts: 67
Seevetal, Germany
Hi, the new version don't crash, but this is what i see:

in the distance on the terrain there are shadow fields.
Graka: geforce 7600 gt

Re: Variance Shadow Mapping for the Sun [Re: Rasterbar] #176356
01/06/08 11:05
01/06/08 11:05
Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
frazzle Offline
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frazzle  Offline
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Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
The demo works great with a constant of 60 fps
But the reason I thought more depth maps would cause more aliasing is because you use conditional requests (if-else branching) to call them. Thus an import remark is that conditionals in pixel shaders can cause aliasing and since you're planning to use 4 depth maps, the amount of conditionals requests will rise and so will the aliasing effect

Cheers

Frazzle


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Re: Variance Shadow Mapping for the Sun [Re: frazzle] #176357
01/06/08 15:31
01/06/08 15:31
Joined: May 2005
Posts: 2,713
Lübeck
Slin Offline OP
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Slin  Offline OP
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Posts: 2,713
Lübeck
Okay, I didn´t know that frazzle

For those with just one big black shadow: I think that your graficscard doesn´t support 1024*1024 pixels rendertargets.
At the moment I am trying to figure out the reason for the missing transparency...
ellos problem is a bit strange -_-

But anyways, here is a new screenshot:


Re: Variance Shadow Mapping for the Sun [Re: Slin] #176358
01/06/08 15:33
01/06/08 15:33
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
Quote:


Okay, I didn´t know that frazzle





Well now you know it
Nice screen btw

Cheers

Frazzle


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Re: Variance Shadow Mapping for the Sun [Re: frazzle] #176359
01/06/08 18:24
01/06/08 18:24
Joined: Jan 2007
Posts: 1,619
Germany
Scorpion Offline
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Scorpion  Offline
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Joined: Jan 2007
Posts: 1,619
Germany
hey slin that looks cool now. I love your work with shadowmapping. But I am too lazy to get in there

PS: if you are ready with that you have to start with that..."so-farer-away-the shadow-the-more-bluring-thing"

Last edited by Scorpion; 01/06/08 18:26.
Re: Variance Shadow Mapping for the Sun [Re: Scorpion] #176360
01/06/08 20:29
01/06/08 20:29
Joined: Apr 2005
Posts: 4,506
Germany
F
fogman Offline
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fogman  Offline
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Joined: Apr 2005
Posts: 4,506
Germany
The latest version works for me, but I´ve got the same problems as Rasterbar.


no science involved
Re: Variance Shadow Mapping for the Sun [Re: Scorpion] #176361
01/06/08 20:46
01/06/08 20:46
Joined: May 2005
Posts: 2,713
Lübeck
Slin Offline OP
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Slin  Offline OP
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Posts: 2,713
Lübeck
Okay here is an other demo. It should work for most of you but with the costs of a lower quality. This demo uses a depthmapsresolution of 512*512 and 16bit floatingpoint format. The version before used 1024*1024 and 32bit floatingpoint...
The lower depth causes some artifacts in the variance part but I already have an idea on how to reduce them
I included a firstperson camera and I added some animated boxes Lutz_G gave me for that reason .
And as he proposed I now fade the shadows out in the distance.
Here is the downloadlink:
http://files.filefront.com/VSM+Sun+V3/;9391415;/fileinfo.html

This is what this version looks like:


Re: Variance Shadow Mapping for the Sun [Re: Slin] #176362
01/06/08 21:15
01/06/08 21:15
Joined: Apr 2005
Posts: 4,506
Germany
F
fogman Offline
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fogman  Offline
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Joined: Apr 2005
Posts: 4,506
Germany
Quote:

And as he proposed I now fade the shadows out in the distance



Would be nice to give us a way to tweak this variable.
Apart from the artifacts it runs well at 75 fps.


no science involved
Re: Variance Shadow Mapping for the Sun [Re: fogman] #176363
01/07/08 13:06
01/07/08 13:06
Joined: Oct 2004
Posts: 4,134
Netherlands
Joozey Offline
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Joozey  Offline
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Posts: 4,134
Netherlands
Lol, doomstyle


At least no odd black squares anymore just low fps and blocky shadows ^^.


Click and join the 3dgs irc community!
Room: #3dgs
Re: Variance Shadow Mapping for the Sun [Re: Joozey] #176364
01/07/08 20:06
01/07/08 20:06
Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
frazzle Offline
Expert
frazzle  Offline
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Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
As for the fps, I still get a constant of 60 which is a great point but it would be even better if those annoying artifacts would be totaly
gone The shadows are great, no doubt about that but I still reckon that with out the use of conditionals, you would get a scene with better visual content thus without aliasing effects
I found an article which covers anti-aliasing through centroids, can be handy.

Cheers

Frazzle


Antec® Case
Intel® X58 Chipset
Intel® i7 975 Quad Core
8 GB RAM DDR3
SSD OCZ®-VERTEX2 3.5 x4 ; HD 600 GB
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