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Questions tagged [shadow-mapping]

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1
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1answer
45 views

What does “region to be shaded” mean in the PCF paper?

I am reading the percentage closer filtering (PCF) paper by Reeves, W. et al. (https://graphics.pixar.com/library/ShadowMaps/paper.pdf). At at section 3.2, it mentioned that "each shading calculation ...
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0answers
56 views

Omnidirectional Faded Soft Shadows

I'm doing research to implement a shadow algorithm for omnidirectional soft shadows in a real-time 3D renderer. I've read about PCF but to me it doesn't look very realistic since it doesn't "fade" ...
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1answer
80 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) ...
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0answers
75 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 ...
2
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1answer
761 views

How to decompose projection matrix?

I want to decompose projection matrices into near, far, top, bottom, left and right values to create a bounding box for view frustum. I used the formula described in this site Decompose the OpenGL ...
2
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1answer
157 views

Artifacts in omni light shadow mapping

Spotlight My spotlight's intensity is cut off at a distance of 3 and at an angle of $\pi/4$ radians (umbra angle). The corresponding light camera has a near plane at a distance of 0.1, a far plane at ...
2
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1answer
85 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 ...
6
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0answers
281 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-...
5
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3answers
111 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 ...
4
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1answer
121 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 ...
15
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2answers
508 views

Handling Projective Aliasing In Shadow Mapping

I'm fiddling with simple procedural 3D modeling to make teeny buildings for 3D printing. An Example: To make the models more readable onscreen, I've implemented basic shadow mapping for a single ...
6
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0answers
391 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......
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2answers
531 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 ...
2
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1answer
87 views

How can I use multiple texturing with shadow mapping?

So, recently I followed this tutorial about shadow mapping, but in the tutorial it doesn't texture the object.. When I try to add a texture, it's distorted by the ...
5
votes
1answer
192 views

Shadow map projection issue

I am using Unity but this question might not be proper to this engine. I have projected the shadow map onto this sphere but there are grazing shadows. Is it possible to avoid it or to correct it as I ...
6
votes
1answer
157 views

How should I generate the view position for a light at infinity when creating depth maps?

I'm working on implementing Bruneton's cloud rendering paper, which requires one to render a pair of depth maps, similar to how shadow mapping works. In this case, my light source is the sun (or ...
9
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1answer
559 views

WebGL Omnidirectional Shadow Mapping Issue

First of all, I want to say that I've read a lot of post about shadow mapping using depth maps and cubemaps and I understand how they work and also, I have working experience with them using OpenGL, ...
4
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2answers
105 views

Storing shadow data

Given a 3D space and a light source, I use ray casting to determine the shadows generated in the scene. If I'm to store the shadow data (boundary of the shadow, object which cast the shadow, etc.) ...
7
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1answer
625 views

Shadow Mapping artefacts

I've been playing around with shadow mapping in OpenGL using depth textures. The depth texture is fine and I can map it onto the scene but I have some strange artefacts on the back of the object: My ...
5
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1answer
194 views

How to render an object that recieves shadows but does not cast them in a variance shadow mapping system?

I'm currently preparing to implement variance shadow mapping based on this article. However, one point it makes concerns me: Rendering only casters (and not receivers) into the variance shadow map ...