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Variance Shadow Mapping #178202
01/16/08 22:10
01/16/08 22:10
Joined: May 2005
Posts: 2,713
Lübeck
Slin Offline OP
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Slin  Offline OP
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Joined: May 2005
Posts: 2,713
Lübeck
Okay I decided to upload the current version as meantioned in the thread in Showcase 1.
If you have any questions please ask, but I can´t promise, that I can help you.

Read the ReadMe.txt and have a look on how I integrated the shadows. I would love to see someone going on with them and using them in a project. Why not post some screenshots here on how they are looking in your level

You can download the files here:
http://files.filefront.com/VSMSun+Project+V1/;9447947;/fileinfo.html

Have fun!
Nils Daumann


Edit: I forgot to mention that you need at least A7.07 Comm to use them.



Last edited by Slin; 01/16/08 22:16.
Re: Variance Shadow Mapping [Re: Slin] #178203
01/16/08 22:22
01/16/08 22:22
Joined: Jan 2004
Posts: 2,013
The Netherlands
E
Excessus Offline
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Excessus  Offline
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E

Joined: Jan 2004
Posts: 2,013
The Netherlands
Well done! It's really cool to see more and more advanced effects being realized in 3dgs. Great job, and thanks for sharing.

Re: Variance Shadow Mapping [Re: Excessus] #178204
01/17/08 00:36
01/17/08 00:36
Joined: Aug 2003
Posts: 511
Hilden in Germany
RobH Offline
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RobH  Offline
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Joined: Aug 2003
Posts: 511
Hilden in Germany
Wow, thanks for contribution it. It is very good and looks professional.

Last edited by RobH; 01/17/08 00:37.
Re: Variance Shadow Mapping [Re: RobH] #178205
01/17/08 04:20
01/17/08 04:20
Joined: Feb 2006
Posts: 2,185
mpdeveloper_B Offline
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mpdeveloper_B  Offline
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Joined: Feb 2006
Posts: 2,185
wow, i was watching your project for a while, and i like it, it's a shame i have a6


- aka Manslayer101
Re: Variance Shadow Mapping [Re: mpdeveloper_B] #178206
01/17/08 06:11
01/17/08 06:11
Joined: Jan 2007
Posts: 2,247
Deutsch Niedersachsen
Puppeteer Offline
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Puppeteer  Offline
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Joined: Jan 2007
Posts: 2,247
Deutsch Niedersachsen
Is A7.07 already downloadable?
I can't find it..

EDIT: Found the beta ^^

Last edited by Puppeteer; 01/17/08 06:13.

Formally known as Omega
Avatar randomness by Quadraxas & Blade
http://omegapuppeteer.mybrute.com
Re: Variance Shadow Mapping [Re: Puppeteer] #178207
01/17/08 07:36
01/17/08 07:36
Joined: Oct 2002
Posts: 8,939
planet.earth
ello Offline
Senior Expert
ello  Offline
Senior Expert

Joined: Oct 2002
Posts: 8,939
planet.earth
thank you very much for your efforts and for sharing!

Re: Variance Shadow Mapping [Re: ello] #178208
01/17/08 11:25
01/17/08 11:25
Joined: Aug 2005
Posts: 1,012
germany, dresden
ulf Offline
Serious User
ulf  Offline
Serious User

Joined: Aug 2005
Posts: 1,012
germany, dresden
nice work! however i still have problems like artefacts on both the models and the terrain. there is almost no viewing angle where it looks okay at some angles it looks very bad.

have a look at the screenshots, maybe they help to eliminate the problem. gfx card is a geforce 7600 GS.

http://www.ackbytes.com/upload/shot_0.jpg
http://www.ackbytes.com/upload/shot_2.jpg

Re: Variance Shadow Mapping [Re: ulf] #178209
01/17/08 14:31
01/17/08 14:31
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
Senior Expert
Pappenheimer  Offline
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Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
ulf's screenshots show quite exactly what I've got.

It is a pity, considering your effort!
A pioneer's work can't always be a success!

Re: Variance Shadow Mapping [Re: Pappenheimer] #178210
01/17/08 14:44
01/17/08 14:44
Joined: May 2005
Posts: 2,713
Lübeck
Slin Offline OP
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Slin  Offline OP
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Joined: May 2005
Posts: 2,713
Lübeck
Thanks for your comments.
You are free to improve the shadows use a bias for the depthcomparison and choose a higher depthmap depth (instead of 16bit floatingpoint per channel 32 bit fp per channel, 12222 -> 14444) It looks much better than but needs a strong hardware... (the higher shadowmap resolution and pixeldepth caused the first demos to have such really hard displayingproblems on "older" hardware)

Re: Variance Shadow Mapping [Re: Slin] #178211
01/17/08 15:49
01/17/08 15:49
Joined: Feb 2006
Posts: 2,185
mpdeveloper_B Offline
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mpdeveloper_B  Offline
Expert

Joined: Feb 2006
Posts: 2,185
what exactly is the rendering process, and would it be possible to port to A6


- aka Manslayer101
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