Questions tagged [shadow-mapping]
The shadow-mapping tag has no usage guidance.
32
questions
14
votes
2
answers
2k
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 ...
10
votes
1
answer
1k
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, ...
9
votes
1
answer
2k
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 ...
7
votes
1
answer
244
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
1
answer
172
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 ...
6
votes
1
answer
279
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 ...
5
votes
3
answers
278
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 ...
5
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-...
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......
4
votes
1
answer
2k
views
Why is OpenGL recompiling my depth map vertex shader based on the GL state?
I've written a shader that writes depth to each face of a cube map, as part of rendering cube map shadows for a realtime 3D engine I'm writing with OpenGL and C++.
The shader transforms each vertex ...
4
votes
2
answers
139
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.) ...
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 ...
3
votes
1
answer
172
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 ...
3
votes
0
answers
197
views
Projective Texture / Shadow Mapping -- Why is the perspective division performed in the fragment shader?
I've just worked my way through this OpenGL shadow mapping tutorial.
While I understand the basic algorithm, one thing puzzles me:
During the 2nd render pass all vertices are transformed into the clip ...
3
votes
1
answer
134
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 ...
2
votes
1
answer
374
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
votes
1
answer
321
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 ...
2
votes
1
answer
301
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
...
2
votes
0
answers
83
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
votes
1
answer
3k
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 ...
1
vote
1
answer
88
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.
...
1
vote
2
answers
544
views
Reducing Cascaded Shadow Mapping Artifacts
I've been trying to get my cascaded shadow maps looking right for a while. I managed to fix the shimmering and most of the quantization artifacts, but for some reason the shadows still look really ...
1
vote
1
answer
228
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 ...
1
vote
1
answer
97
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 ...
1
vote
0
answers
117
views
Convolution shadow mapping apply filter
I've implemented the convolution shadow mapping technique (CSM) and want to apply a gaussian filter to receive soft shadows.
The filter size of the filtered pixels is not static. With help of a summed ...
1
vote
0
answers
78
views
ShadowMap artifacts when moving on the map
I have a problem which I believe is caused by the fragment shader code I use, however I'm not entirely sure.
The issue is this: I’ve been playing with few examples using Cesium (3D globe) and ...
1
vote
1
answer
243
views
Receiver plane depth bias - matrix explanation / derivation
This source on slide 38 on receiver plane depth bias I can find compute a matrix (Jacobian of screen space uv derivatives) which is used to transform the screen space depth derivatives from screen ...
1
vote
1
answer
57
views
Doubt about Light space transform (Shadow map)
at this moment I am learning to do shadow mapping in webgl2.0, i was able to generate my first shadows in my 3D scene but I have a couple of doubts to clarify.
This is the way im calculating my light ...
0
votes
1
answer
527
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) ...
0
votes
1
answer
94
views
Cascaded Shadow Mapping (CSM), Partitioning the Frustum to a nearly 1 by 1 mapping
I am trying to implement CSM technique with "Fit to Cascade" projections. My problem is to find good distances to partitioning the cameras view frustum. The FoV of my camera is changing, so ...
0
votes
0
answers
63
views
Shadow mapping with non-directional light
I'm new to openGL and I was following this tutorial in which they showed how to make shadow maps but I could't understand how to get it to work for non-directional lights. They have some instructions ...
0
votes
1
answer
313
views
Unity - custom shadow from sun
due to some features in materials I need to create my own directional shadow map.
Everything seems to work ok, until the moment where I compare depths.
First I add camera component to directional ...