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Author Topic: [Source, Library, Sample] Parallel Split Shadow Mapping that you can re-USE  (Read 33527 times)
Soganatsu
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« Reply #100 on: December 28, 2010, 02:29:03 PM »

Hey Mietze!

I've implemented your PSSM solution into my project, but I got stuck at some point, not exactly knowing what the cause of the issue is..

Here's the issue itself (happening on transition from split 2-3):



And here's only "tex2D(sampShadowMap, faSplitUV[fSplitIndex].xy)[fSplitIndex];":



You can see that there clearly is a difference between splits 0-2 and 3.
Also, as you can see in the first shot (Don't look at the sphere in the second shot, it's missing a texture), I also haven't gotten self-shadowing to work at all. Not just artifacts, it doesn't work at all for me. Would there be anywhere I should check first?

Greets,
Philipp
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serial
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« Reply #101 on: December 28, 2010, 02:59:54 PM »

I havn't messed with this shader yet but I understand how PSSM works.

You may need to make your shadow bounding volume bigger.  It looks like your object is being accounted for on all of the splits.  Typically you would only see cases where on object falls on border of two splits.  The shader probably doesn't account for objects being entirely in two differant splits.  At least that is my theory.

serial
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Soganatsu
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« Reply #102 on: December 28, 2010, 05:19:35 PM »

I can see where you're coming from. IMO it shouldn't be accounted for on the ones I've already passed. Nevertheless, these objects aren't in two different splits. That'd imply the error also happening when moving between splits 0-2 and not just 2 and 3.

I tried increasing ExtraDistance of the PSSM class, but not even values of 2000 and more seemed to make any difference.

Greets,
Philipp
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Mietze
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Pleeease, don't let it crash!


WWW
« Reply #103 on: December 29, 2010, 01:57:07 PM »

Hi Soganatsu, I think serial is right. Its been ages ago, but the ExtraDistance property does only effect the depth values and not the angle of the shadows camera, since its orthographic. As far as I can remember, there should be a method like "AddMeshToSceneBoundingBox". What meshes have you passed in? If only the both the sphere and the floor are passed into it, it might be too small. Try creating a larger scene bounding box and see what happens Smiley
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