Title: Nachricht

This is a little different direction, but at least related.  I was recently browsing the nVidia site.  Has anyone looked at the nVidia Ultrashadow II capability?  It would obviously be limited to nVidia cards (I think 6x and 7x series only), but by high level description it seems to provide some hardware support/acceleration of multipass shadowing.  Since I’m running on Linux, I pretty much totally avoid ATI anyway, and I’d like to start looking at adding some high fidelity shadow capabilities to my app.  Any information would be appreciated.

 

Corbin


From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Marco Spoerl
Sent: Tuesday, August 15, 2006 6:56 AM
To: 'osg users'
Subject: RE: [osg-users] Depth shadowing on large scenes

 

Don't use a single shadow map. Split the frustum into several parts and apply a separate map to each of them. A few links for starters:

 

Cascaded Shadow Maps discussions on GameDev.net:

 

Parallel-Split Shadow Maps paper:

and demo:

 

Warping and Partitioning for Low Error Shadow Maps

 

Subdivided Shadow Maps

 

Regards,

Marco

 

-----Original Message-----
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Bradford, Chase
Sent: Monday, August 14, 2006 11:37 PM
To: '[email protected]'
Subject: [osg-users] Depth shadowing on large scenes

I’ve been playing with the depth shadow demo quite a bit lately, and I tried extending it to a large scene built from many PagedLODs (20 or more models).  The results have been pretty bad so far.  To make the transition easy, I just create one texture and apply it to the entire scene, which causes a lot of stretching since I’m limited to a 2048x2048 texture.  As a result, areas that shouldn’t be shaded are and vice versa.

 

Is there an elegant solution that would allow me to use depth shadowing despite the texture size limitation?  I’m not worried about frame rates at this point.  I just want to see a properly rendered scene.

 

Thanks,

Chase

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