Shadow Map is easy to generate but it has some limitations. It doesnt work well with point light sources and may create some artifact due to the limited precision of depth values. But comparing to Shadow Volume, I still like Shadow Map better~ ^^
Sunday, April 02, 2006
HLSL Soft-Edged Shadow Map
Because of this demo, I found out my graphic card doesnt support float point texture @_@; ( Damn you GForceFX5900XT, I shouldnt have trusted you!!! ) In this demo, I rendered the depth value from the light's point of view as the shadow map into a floating point texture. ( used D3DFMT_R32F to keep the precision of the data...GForceFX5900XT doesnt support this format...damn it (\_/)q ) After the shadow map was done, used it as the texture and did the depth comparison with the pixel from the camera's point of view and rendered the shadowed portions into another texture. And finally blurred the texture from the depth comparison to get the soft-edged shadow map~
Shadow Map is easy to generate but it has some limitations. It doesnt work well with point light sources and may create some artifact due to the limited precision of depth values. But comparing to Shadow Volume, I still like Shadow Map better~ ^^



Shadow Map is easy to generate but it has some limitations. It doesnt work well with point light sources and may create some artifact due to the limited precision of depth values. But comparing to Shadow Volume, I still like Shadow Map better~ ^^
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