Gamestudio Links
Zorro Links
Newest Posts
Trading Journey
by howardR. 04/28/24 09:55
Zorro Trader GPT
by TipmyPip. 04/27/24 13:50
Help with plotting multiple ZigZag
by M_D. 04/26/24 20:03
Data from CSV not parsed correctly
by jcl. 04/26/24 11:18
M1 Oversampling
by jcl. 04/26/24 11:12
Why Zorro supports up to 72 cores?
by jcl. 04/26/24 11:09
Eigenwerbung
by jcl. 04/26/24 11:08
AUM Magazine
Latest Screens
The Bible Game
A psychological thriller game
SHADOW (2014)
DEAD TASTE
Who's Online Now
2 registered members (AndrewAMD, Nymphodora), 485 guests, and 3 spiders.
Key: Admin, Global Mod, Mod
Newest Members
wandaluciaia, Mega_Rod, EternallyCurious, howardR, 11honza11
19049 Registered Users
Previous Thread
Next Thread
Print Thread
Rating: 5
Page 1 of 11 1 2 3 10 11
LiSPPSVSM (Realtime Soft Shadows) #223810
08/26/08 19:35
08/26/08 19:35
Joined: May 2005
Posts: 2,713
Lübeck
Slin Offline OP
Expert
Slin  Offline OP
Expert

Joined: May 2005
Posts: 2,713
Lübeck
As some of you may already noticed, I am again trying to get some usable shadowmapping for big outdoor environments to work.
I think the right way to put the names of different techniques together is what you see in the Subject: LiSPPSVSM
The V will probably get a PCS but for now it is a V.
Those letters stand for "Light Space Perspective Parallel Split Variance Shadow Mapping", PCS would make the "Variance" to "Percentage Closer Soft" wink.

The techniques I am using are as the name states:
1) Light Space Perspective Shadow Mapping: http://www.cg.tuwien.ac.at/research/vr/lispsm/index.html
2) Parallel Split Shadow Mapping: http://hax.fi/asko/PSSM.html
3a) Variance Shadow Mapping: http://www.punkuser.net/vsm/
3b) Percentage Closer Filtering / Percentage Closer Soft Shadows: http://www.cs.utah.edu/classes/cs5610/projects-2005/lha/

This is btw basicly the same as what has just been integrated into Ogre.

For those that don´t understand anything so far and aren´t interested in those articles, this is about realtime soft shadows for large outdoor levels.

So far I am done with the Parallel Split and the Variance Shadow Mapping and will hopefully get the Light Space Projective part done during the next hours, which means just a few lines more as everything is already prepared to work with it. That should again increase the shadowresolution a lot.

This is the very first screenshot I took of my shadows. It shows the first optimisation of the shadow resolution, which is the first part of what is explained in the LiSPSM Paper:


This is the same shadow as above but blurred using some kind of "Plug and Play" Percantage Closer Filtering from NVIDIA. The problem is that they forgot to attach the dx9 version to the paper (which btw seems to have disappeared) and some variables had wrong names and thus I had to convert the dx10 version to dx9 and fix the wrong names, which causes this due to a lack of optimisations to be very slow with this pretty high quality:


This shows the same technique as the first screenshot but already with a little variance shadow mapping and I am now using two depthmaps. This was the first breakthrough to parallel split shadow mapping:


This next screenshot uses three depthmaps with each a resolution of 1024*768 (which I did not want, but currently the results are strange when using 1024*1024).
This screenshot shows the best the current state of the shadows. As you see, I did not yet work on correct selfshadowing, very soft shadows and the right brightness, but just look at the shadowresolution smile :


This screenshot is a little bit faked in terms of shadowresolution because the first depthmap covers only a VERY small area which makes already the trunk to show pretty strong aliasing, but improves the Shadowresolution of the rest of the shadow a lot. But what you should look at here is the fps in comparison to the screenshot before. The only big difference is that I rewrote the Lite-C code and had due to a bug to change to the latest beta, which seems to have improved speed greatly:


I also hope to improve the speed a lot as posted here: http://www.coniserver.net/ubb7/ubbthreads.php?ubb=showflat&Number=223541#Post223541

At the moment I am using a dll for the math but I plan to "port" it to Lite-C.

I hope you like it so far and would of course like some kind of feedback and especially if someone is strong at matrix math, it would be great if someone could may contact me and help me with getting the lispsm to work, I will post an update as soon as it works as I am of course trying to get it to work on my own if nobody can help me :P.

Re: LiSPPSVSM (Realtime Soft Shadows) [Re: Slin] #223814
08/26/08 19:41
08/26/08 19:41
Joined: Jan 2007
Posts: 1,619
Germany
Scorpion Offline
Serious User
Scorpion  Offline
Serious User

Joined: Jan 2007
Posts: 1,619
Germany
I really like your work and I see you have got already sucess with it. Keep up the good work and let's hope to get a good and fast LiSPPSVSM wink

Scorpion

Re: LiSPPSVSM (Realtime Soft Shadows) [Re: Scorpion] #223815
08/26/08 19:43
08/26/08 19:43
Joined: Jan 2008
Posts: 1,580
Blade280891 Offline
Serious User
Blade280891  Offline
Serious User

Joined: Jan 2008
Posts: 1,580
Looks , good , didnt understand much though ,lolz laugh


My Avatar Randomness V2

"Someone get me to the doctor, and someone call the nurse
And someone buy me roses, and someone burned the church"
Re: LiSPPSVSM (Realtime Soft Shadows) [Re: Slin] #223816
08/26/08 19:44
08/26/08 19:44
Joined: May 2002
Posts: 7,441
ventilator Offline
Senior Expert
ventilator  Offline
Senior Expert

Joined: May 2002
Posts: 7,441
Quote:
This next screenshot uses three depthmaps with each a resolution of 1024*768 (which I did not want, but currently the results are strange when using 1024*1024).
i had the same problem. you have to use bmap_zbuffer() and the latest beta to fix this.

Quote:
This is the same shadow as above but blurred using some kind of "Plug and Play" Percantage Closer Filtering from NVIDIA.
how does this work? how can it be enabled?

Re: LiSPPSVSM (Realtime Soft Shadows) [Re: ventilator] #223822
08/26/08 20:40
08/26/08 20:40
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
Senior Expert
Pappenheimer  Offline
Senior Expert

Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Can't help you, but wish you success! It looks promising!

Re: LiSPPSVSM (Realtime Soft Shadows) [Re: Pappenheimer] #223825
08/26/08 20:51
08/26/08 20:51

F
Fear411
Unregistered
Fear411
Unregistered
F



Looks very cool.

Re: LiSPPSVSM (Realtime Soft Shadows) [Re: Pappenheimer] #223826
08/26/08 20:52
08/26/08 20:52
Joined: Sep 2007
Posts: 761
Hrvatska (Croatia ), Slavonski...
cro_games Offline
User
cro_games  Offline
User

Joined: Sep 2007
Posts: 761
Hrvatska (Croatia ), Slavonski...
Nice work Nils. smile


Hello everyone my name is Ivan Mandic from "Frozen pixel studio". wink
-----------------------------------
Homepage: www.fpx-studio.com
e-mail: emu_hunter_1990@hotmail.com
(working on a game engine)
Re: LiSPPSVSM (Realtime Soft Shadows) [Re: cro_games] #223828
08/26/08 21:02
08/26/08 21:02
Joined: May 2005
Posts: 2,713
Lübeck
Slin Offline OP
Expert
Slin  Offline OP
Expert

Joined: May 2005
Posts: 2,713
Lübeck
Thanks for your nice words smile

ventilator, bmap_zbuffer somehow doesn´t really change the problem, it allows for higher resolution rendertargets but things are somehow still streched-.- although 512*512 works fine... I have to look some more into that...
With "Plug and Play" I meant that there was a paper with code attached and the paper described how to use the code. It basicly only means to copy that code on top of your shader and change the depthtest to their function with the parameters you would usually use for the depthtest. It then returns the greyscale shadow.
But there is also Hardware Shadowmapping on NVIDIA cards which seems to be that the graphicscard somehow notices that you want to create a shadow and also blurs it a little somehow... And I read that there is something similar for ATI cards or it is going to be there, don´t know :P

Re: LiSPPSVSM (Realtime Soft Shadows) [Re: Slin] #223830
08/26/08 21:08
08/26/08 21:08
Joined: Aug 2001
Posts: 2,320
Alberta, Canada
William Offline
Expert
William  Offline
Expert

Joined: Aug 2001
Posts: 2,320
Alberta, Canada
Looks really good Slin! Glad to see you working on this again. smile


Check out Silas. www.kartsilas.com

Hear my band Finding Fire - www.myspace.com/findingfire

Daily dev updates - http://kartsilas.blogspot.com/
Re: LiSPPSVSM (Realtime Soft Shadows) [Re: William] #223835
08/26/08 21:19
08/26/08 21:19
Joined: May 2002
Posts: 7,441
ventilator Offline
Senior Expert
ventilator  Offline
Senior Expert

Joined: May 2002
Posts: 7,441
i think i read somewhere about some kind of percentage closer filtering nvidia cards have implemented in hardware and when i read about your plug&play thing this came to my mind.

i am looking forward to see a working demo of your shadows.

i still only have simple pssm without any filtering. i didn't have time to continue working on it. smile

Page 1 of 11 1 2 3 10 11

Gamestudio download | chip programmers | Zorro platform | shop | Data Protection Policy

oP group Germany GmbH | Birkenstr. 25-27 | 63549 Ronneburg / Germany | info (at) opgroup.de

Powered by UBB.threads™ PHP Forum Software 7.7.1