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Questions tagged [shadow]

Shadows cast by objects in front of lights, whether raytraced, shadow maps, shadow volumes, or any other technique

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shadowmap edge jitter

I'm trying to implement shadowmap, first I crop the viewcone based on the current camera's viewcone and a set shadow distance, use the resulting eight points to determine a bounding sphere to build ...
BoomBac's user avatar
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1 answer
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Why does one matrix correctly project points to the plane, but another one doesn't?

I have a scene with a floating cube and a plane y=0. I want to create a simple planar shadow of the cube on the plane. To do this, I just have to project the vertices of the cube to the plane. I can ...
George's user avatar
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How does ray tracing handle the calculation of reflections and shadows in the presence of multiple translucent objects?

Raytracing can handle the interaction between light and multiple translucent objects in a scene by using global illumination and raytracing with volumetric effects to calculate the color of the object ...
Arunabh's user avatar
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1 answer
153 views

Why doesn't using depth biasing to fix shadow acne result in an even bigger problem?

I am currently reading the Ray Tracing in One Weekend tutorial (link), and I am dubious about their fix for shadow acne, which is to ignore ray-geometry intersections that occur at very small times. ...
Christopher Miller's user avatar
1 vote
0 answers
51 views

Variance Shadow Mapping (Shadow occurs when normal vector is close to light direction)

I am implementing Variance Shadow Mapping from Nvidia GPU Gems 3 Chapter 8: Summed-Area Variance Shadow Maps There they are talking about clamping the minimum variance to a very small value. I did ...
Thomas's user avatar
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3 votes
1 answer
544 views

Hard Shadows with Dielectrics/Transparency

I am writing a raytracer which is meant to support shadows. Previously, I have naively implemented hard shadows by casting a shadow ray towards the light (+ offset) and seeing if it hits anything ...
Paul Hübner's user avatar
1 vote
0 answers
129 views

Shadow Bug when Raytracing Triangles

Spheres with shadows work fine. But when I try to include triangles with shadows, they are shaded incorrectly (i.e completely black): But when I disable shadows Blinn shading on triangles work fine (...
fakhir's user avatar
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ray racing (Whitted) bad shadow on far objects (artifact)

situation: I've implemented a Whitted style ray tracing in C. Everything appear to works except the shadow cast by small object on big far objects The problem : red sphere have radius 0.5 orange ...
LesChats's user avatar
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108 views

What can be the cause of some strange ray shadows artefacts on a perfectly flat surface?

First of all I have to say that I am really new in the world of Computer Graphics. I apologise if some of my questions may appear trivial. I am currently using a non-commercial ray tracing and ...
Balfar's user avatar
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6 votes
0 answers
971 views

How to implement PCSS correctly?

I'm trying to implement PCSS in OpenGL/GLSL, but I have problems understanding the details especially the conversions between the coordinate spaces. The existing implementations are so different from ...
racz16's user avatar
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1 vote
1 answer
108 views

How can I account for specular interactions in shadow rays?

I've been working through PBRT, implementing my own version of it in Rust. Right now I'm working on shadow rays, and it looks like pbrt doesn't do anything to account for specular behavior, and treats ...
Calvin Godfrey's user avatar
1 vote
3 answers
197 views

Silhouette below 3D model

There are some 3D applications which can cast shadow or silhouette below 3D models. They render pretty fast and smooth. I wonder what kind of technology is the standard procedure to get 3D model ...
Megidd's user avatar
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1 answer
99 views

Too soft shadows from multiple suns

I want to render the transient shadows due to the sunlight over a day in one image. So I placed all the suns, as directional light, in the scene. However the shadows in the rendered image(a raytraced ...
ali's user avatar
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0 votes
1 answer
528 views

Retrieve real distance from depth buffer for shadow ray (vulkan hybrid rendering)

I'm trying to implement an hybrid renderer based on Vulkan extension VK_NV_ray_tracing. Basically, the rasterizer compute the albedo and depth map of the scene. Then I try to compute the distance from ...
antaalt's user avatar
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2 votes
1 answer
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GL_DEPTH_CLAMP has no effect (reverse z)

In an effort to improve cascaded shadow maps, I have looked into using GL_DEPTH_CLAMP and moving the near and far plane just around the actual view frustum instead of the global bounding box. But the ...
rioki's user avatar
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1 vote
1 answer
242 views

ShadowMap peter-panning and wrong direction

I am creating Forward-Rendering DX11 engine and I have some troubles with shadow-mapping algorithm as it doesn't work as supposed. As you can see - shadow is peter-panning and looks totally not ...
DirectX_Programmer's user avatar
2 votes
1 answer
341 views

R16_FLOAT, SampleCmp and CheckFormatSupport

I want to use PCF shadow map on my d3d11 app. My shadow map is an R16_FLOAT texture. When I use SampleCmpLevelZero it didn't give a correct result. After enabling debug layer, it shows: The Shader ...
ACskyline's user avatar
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Changing coordinate system from texelFetch to textureLod is breaking the algebra

I have a scene rendered using texelFetch() and I am trying to modify the shader to use textureLod() instead. This is the image generated with texelFetch: When I try to change the shader to use ...
Makogan's user avatar
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1 vote
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342 views

Voxel cone tracing artifacts (what causes them and how to solve them)?

I am trying to generate soft shadows using voxel cone tracing. Which gives me the next images: In the first image you can see an artifact of a sequence of horizontal shadows alternating with ...
Makogan's user avatar
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1 vote
0 answers
348 views

Handling shadow acne for dynamic surfaces

My path-tracer is generally fine and gives good output for regular test scenes, but I've noticed dense fireflies and dark speckles over fractal surfaces. The noise disappears if I render without light ...
Paul Ferris's user avatar
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1 answer
537 views

How to use shadow mapping and deferred rendering to create a large amount of lights?

Ok so I am trying to understand how to combine these 2 techniques and I am failing. The main goal is to reach the O(lights+fragments) complexity of deferred rendering, instead of O(lights*fragments) ...
Makogan's user avatar
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5 votes
2 answers
706 views

How did the hard, accurate shadows, work in early 3d (2000 - 2004) games?

I've been hunting around the internet for a while now, and I can't find anything about the specific shadow technique that I'm looking for. I can only recall one game in particular that used it, and I ...
Steffan Donal's user avatar
2 votes
0 answers
85 views

How can you efficiently get the last element occluding light when rendering shadows?

A long time ago I made an application that used volumetric rendering and I developed some shadowing equations that I felt very happy with, since they have pretty good results. For these equations to ...
Makogan's user avatar
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4 votes
1 answer
587 views

Experimental real-time shadowing techniques?

The three most popular shadowing techniques for real time applications are: Shadow maps Advantages: Fast "Simple" Disadvantages: Numerical limitations lead to artifacts and jaggy shadows You ...
Makogan's user avatar
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2 votes
1 answer
2k views

Path tracing with Next event estimation and area lights auto occlusion

I am working my way through my first path tracer and I am currently designing how to deal with area lights. I have two questions: Each object in my scene can have a Light attached to it, this is how ...
jackten's user avatar
  • 35
1 vote
1 answer
2k views

OpenGL: Rendering 2D shadows

I've been working on a 2d shadow system for a school project, using this method to generate visibility polygons. However, I'm having issues figuring out how to draw those visibility polygons in a way ...
AgentPaper's user avatar
2 votes
1 answer
352 views

DX9 Shadow map PCF issue

I am trying to do simple PCF with Unity but I am facing some issues and I don't know where they come from. If anybody has an idea... Here are two examples ...
MaT's user avatar
  • 1,229
6 votes
0 answers
1k views

Cascaded shadow maps. Seams between cascades

I implemented cascaded shadow maps, where shadow maps for each cascade is rendered to one canvas: The light projections for each cascade are calculated from the bounding spheres of camera sub-...
Zheden's user avatar
  • 161
5 votes
0 answers
290 views

Dual paraboloid shadow texture edge seams

I implemented dual paraboloid shadows for point lights. The goal was to reduce the number of shadow passes. Also the target is GLES3.0 so no layered rendering is available. The shadows work, and ...
Michael IV's user avatar
1 vote
0 answers
42 views

What could cause realtime lighting within a viewport to be calculated on the wrong part of the screen?

(I initially posted this in a section that is less suited for the particular issue, oops) I'm having this issue on some of my client's computers (this is for a Unity asset) that I cannot reproduce on ...
Phygon's user avatar
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3 votes
1 answer
724 views

Tracing shadow rays in a scene with mirrors

In my real time ray tracer, I shoot primary rays from the eye, and at hit points, I trace to a single light source to determine if the object is shadowed or lit. Pretty straightforward stuff so far. ...
Bram's user avatar
  • 280
6 votes
1 answer
3k views

Ray Tracing Shadows: The Shadow Line Artifact

By using smooth shading (i.e. interpolation of normals), an object can have a smooth look despite low polygon count. A nasty artifact that can happen when casting shadow rays is the Shadow Line ...
David Kuri's user avatar
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5 votes
3 answers
331 views

In forward rendering what's the go to technique to smooth out rigid shadow due to low resolution shadowmap texture?

I am building my own graphic engine. My depth texture is significantly smaller than that of the screen. The low resolution depth map results in rigid shadow like this... I am sure this is a common ...
Blue Bug's user avatar
  • 321
3 votes
1 answer
370 views

How to send shadow rays to window light source with glazing

For rendering an indoor scene where light source is skylight coming in through the window opening, one can consider the window polyline as the light source, with the sky distribution, in direct ...
ali's user avatar
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3 votes
3 answers
891 views

Sending shadow rays to the sun

How is sun modelled for ray tracing rendering? Is it part of the scene, like a sphere with a centre in some far location or it is just considered as a point? Also regarding sending shadow rays to the ...
ali's user avatar
  • 740
3 votes
1 answer
177 views

What is this shadow mapping error called?

I have been following a tutorial, shadow mapping works more or less as expected except sometimes the shadow projects completely weirdly on nearby walls. This isn't sampling outside the lightmap ...
Kachinsky's user avatar
  • 131
5 votes
0 answers
1k views

Percentage-closer Soft Shadows implementation

I am trying to implement the Percentage-closer Soft Shadows (PCSS) from NVidia inside Unity but I am facing some issue and I don't know where they come from and then, I do not know how to solve them......
MaT's user avatar
  • 1,229
4 votes
1 answer
1k views

Exponential shadow maps sampling with PCF for sampler2DShadow instead of sampler2D

I am trying to make use of free hardware PCF sampling with sampler2DShadow and extend it to more samples. So far I am sampling shadow map (...
mdkdy's user avatar
  • 2,179
7 votes
2 answers
3k views

Better Shadow Mapping Techniques

Currently I have basic shadow mapping setup in my engine. I am currently trying to implement something more realistic like PCSS (percentage closer soft shadows), to get a more physically accurate ...
Arjan Singh's user avatar
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0 votes
1 answer
991 views

What are some new Real-Time Graphics Rendering Techniques to get closer to real life? [closed]

So recently after implementing PBR in my engine, I was wondering what are some new & old Rendering Techniques that people are implementing and researching to get Real Time Graphics closer to what ...
Arjan Singh's user avatar
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8 votes
1 answer
217 views

searching for acceptable quality shadow mapping techniques

Recently while searching of solving the shadow acne problem of traditional shadow mapping I implemented exponential shadow maps. It did the trick (no acne at all) but at the same time introduced other ...
mdkdy's user avatar
  • 2,179
5 votes
2 answers
3k views

What is the difference between shading and shadowing?

Shading and shadowing are often mentioned in how to create realistic 3D graphics, but the distinction is not clear. Are both responsible for the generation of shadows, or do they refer to the same ...
Crashalot's user avatar
  • 181
3 votes
1 answer
136 views

Components that can be used for 3d shadow analysis, sunhours of surfaces throughout the year in a 3d model?

I want to develop a component for 3d shadow analysis of 3d city model. I decided to use ray tracing for this purpose. For every time step (for sun's dynamic position during the year) rays will be sent ...
Ziya6161's user avatar
9 votes
1 answer
554 views

How does the rendering equation incorporate shadowing

This is how the rendering equation is written in the textbook $$L(p,\omega) = L_e(p,\omega) + \int f(p,\omega_i,\omega) \, L(p*,-\omega_i)\cos \theta \, d\omega_i$$ which component of this equation ...
user2976568's user avatar
3 votes
2 answers
1k views

How are hard and soft shadows cast?

I have been studying computer graphics, from the book Fundamentals of Computer Graphic (but the third edition), and I lastly read about texture mapping and shadow maps. Though, I didn't exactly ...
phong's user avatar
  • 275
6 votes
1 answer
1k views

How to compensate low amount of rays reaching the light in a Path Tracer

I am trying to implement for research purposes a path tracer, but so far but results are not so good and I will explain you why. The general idea before getting to the code: I am working on paths ...
Tarta's user avatar
  • 355
5 votes
2 answers
804 views

Path tracer not rendering shadows

I am trying to implement for research purposes a gradient-domain path tracer. In order to achieve this step I first need a working Path tracer. I have been creating one so far but results are wrong ...
Tarta's user avatar
  • 355
8 votes
2 answers
1k views

Raytracing Problem - Casting Shadows

So I was tasked to create a model of the Cornell Box. I've managed to do everything up until casting shadows, in which case some shadows are cast when there should not be any. Here are pictures of ...
j.robinson.10203's user avatar
3 votes
0 answers
141 views

Shadow Mapping Errors

I recently started to create a shadow mapping system in OpenTK. I ran into a problem: The depthtexture is always completly white -> no depth. Even if the color from the shader is changed (I know it ...
Flamy's user avatar
  • 31
7 votes
1 answer
6k views

Shadow rays in Raytracing

After spending a few days making very little headway with a simple Raytracing program that implements Phong illumination (with shadows and no attenuation), I'm convinced I've made a logic error that I'...
user1764241's user avatar