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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
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Joined: Sep 2007
Posts: 67 Seevetal, Germany
Rasterbar
Junior Member
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Junior Member
Joined: Sep 2007
Posts: 67
Seevetal, Germany
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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
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Re: Variance Shadow Mapping for the Sun
[Re: Rasterbar]
#176356
01/06/08 11:05
01/06/08 11:05
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Joined: Mar 2006
Posts: 2,758 Antwerp,Belgium
frazzle
Expert
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Expert
Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
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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
Antec® Case Intel® X58 Chipset Intel® i7 975 Quad Core 8 GB RAM DDR3 SSD OCZ®-VERTEX2 3.5 x4 ; HD 600 GB NVIDIA® GeForce GTX 295 Memory 1795GB
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Re: Variance Shadow Mapping for the Sun
[Re: frazzle]
#176357
01/06/08 15:31
01/06/08 15:31
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Joined: May 2005
Posts: 2,713 Lübeck
Slin
OP
Expert
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OP
Expert
Joined: May 2005
Posts: 2,713
Lübeck
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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:
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Re: Variance Shadow Mapping for the Sun
[Re: Scorpion]
#176360
01/06/08 20:29
01/06/08 20:29
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Joined: Apr 2005
Posts: 4,506 Germany
fogman
Expert
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Expert
Joined: Apr 2005
Posts: 4,506
Germany
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The latest version works for me, but I´ve got the same problems as Rasterbar.
no science involved
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Re: Variance Shadow Mapping for the Sun
[Re: Scorpion]
#176361
01/06/08 20:46
01/06/08 20:46
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Joined: May 2005
Posts: 2,713 Lübeck
Slin
OP
Expert
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OP
Expert
Joined: May 2005
Posts: 2,713
Lübeck
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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.htmlThis is what this version looks like:
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Re: Variance Shadow Mapping for the Sun
[Re: Joozey]
#176364
01/07/08 20:06
01/07/08 20:06
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Joined: Mar 2006
Posts: 2,758 Antwerp,Belgium
frazzle
Expert
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Expert
Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
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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 NVIDIA® GeForce GTX 295 Memory 1795GB
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