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Re: LiSPPSVSM (Realtime Soft Shadows) [Re: ventilator] #223855
08/26/08 23:26
08/26/08 23:26
Joined: Jun 2004
Posts: 655
to your left
BoH_Havoc Offline
User
BoH_Havoc  Offline
User

Joined: Jun 2004
Posts: 655
to your left
Already told you on ICQ how awesome this is wink

Good luck with this one. You'll need it smile
And please keep us updated, the community is thirsting for a nice shadowmapping shader i'd say laugh


Shade-C EVO Lite-C Shader Framework
Re: LiSPPSVSM (Realtime Soft Shadows) [Re: BoH_Havoc] #223858
08/26/08 23:43
08/26/08 23:43
Joined: Oct 2006
Posts: 873
S
Shadow969 Offline
User
Shadow969  Offline
User
S

Joined: Oct 2006
Posts: 873
agree here laugh

Re: LiSPPSVSM (Realtime Soft Shadows) [Re: BoH_Havoc] #223859
08/26/08 23:44
08/26/08 23:44
Joined: May 2005
Posts: 2,713
Lübeck
Slin Offline OP
Expert
Slin  Offline OP
Expert

Joined: May 2005
Posts: 2,713
Lübeck
BoH_Havoc, you know very well that the hard part isn´t really the shader but the math, especially for the matrices calculated on the cpu :P
And thank you for getting me started with shadowmapping in the end of the last year wink Although I sometimes regret that I had you helping me... It could have saved me a lot of time and frustration if I had given up on this :P

Thanks to you and to Wiliam for commenting wink

I think this time I will wait until giving away a demo but I hope to be that far until sunday, because afterwards holidays are over and I´ll have a little less time... .

Here is a new screenshot I just took wink


Re: LiSPPSVSM (Realtime Soft Shadows) [Re: Slin] #223892
08/27/08 14:31
08/27/08 14:31
Joined: May 2005
Posts: 2,713
Lübeck
Slin Offline OP
Expert
Slin  Offline OP
Expert

Joined: May 2005
Posts: 2,713
Lübeck
I finally found out last night at about 3am that the example LiSPSM code from the paper multplicated two matrices the wrong way around, which caused it not to work...
Now it does work and I also already implemented with some help from Error014 a dynamic changing value for the lispsm quality to make sure that the LiSPSM quality stays nearly constant even with "bad" camera angles.

On the screenshot the quality looks worse than before, but the distance of visible shadows increased with a factor of about 3 and the better usage of the depthmaps causes the VSM to work worse than before, which made them look much better than they really were.


Last edited by Slin; 08/27/08 14:39.
Re: LiSPPSVSM (Realtime Soft Shadows) [Re: Slin] #223894
08/27/08 15:06
08/27/08 15:06
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
A complex name for a complex aspect, makes sense ^^
If you succeed in this, this will become one of greatest UCs ever smile smile
You're so close to victory Slin, don't let unexpected events turn down your focus on SM wink wink

Cheers

Frazzle


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Re: LiSPPSVSM (Realtime Soft Shadows) [Re: frazzle] #223896
08/27/08 15:11
08/27/08 15:11
Joined: Sep 2007
Posts: 761
Hrvatska (Croatia ), Slavonski...
cro_games Offline
User
cro_games  Offline
User

Joined: Sep 2007
Posts: 761
Hrvatska (Croatia ), Slavonski...
I can't wait for demo.. laugh


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: frazzle] #223897
08/27/08 15:12
08/27/08 15:12
Joined: Sep 2002
Posts: 8,177
Netherlands
PHeMoX Offline
Senior Expert
PHeMoX  Offline
Senior Expert

Joined: Sep 2002
Posts: 8,177
Netherlands
Quote:
Light Space Perspective Parallel Split Variance Shadow Mapping


Que? shocked

Looking good though, keep on it, I hope you can crack the puzzle and achieve some fast soft shadows.


PHeMoX, Innervision Software (c) 1995-2008

For more info visit: Innervision Software
Re: LiSPPSVSM (Realtime Soft Shadows) [Re: PHeMoX] #223921
08/27/08 17:41
08/27/08 17:41
Joined: Jul 2005
Posts: 1,930
Austria
Dark_samurai Offline
Serious User
Dark_samurai  Offline
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Joined: Jul 2005
Posts: 1,930
Austria
Wow it looks realy cool!
I hope that you'll suceed on this and Conitec will buy it from you wink

Dark_Samurai


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Re: LiSPPSVSM (Realtime Soft Shadows) [Re: Dark_samurai] #224149
08/28/08 19:06
08/28/08 19:06
Joined: May 2005
Posts: 2,713
Lübeck
Slin Offline OP
Expert
Slin  Offline OP
Expert

Joined: May 2005
Posts: 2,713
Lübeck
I am currently improving the shaders to make them not only faster but also to get rid of some aliasing and movement caused in the shader.

This is how it looks with three 256*256 depthmaps:


Re: LiSPPSVSM (Realtime Soft Shadows) [Re: Slin] #224152
08/28/08 19:19
08/28/08 19:19
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
Senior Expert
Pappenheimer  Offline
Senior Expert

Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Nice effect, maybe even better than smoothing the shadow! smile

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