[osg-users] Idea about shadows

2017-09-06 Thread Werner Modenbach

Hi all,

today I come over with an idea about avoiding an additional render pass 
for creating shadows.
I highly appreciate any comments and maybe hints before I start with a 
trial implementation.


I use deferred shading and my scene gets rendered in a prerender pass in 
order to get

i.e. a depth map for various effects like ambient occlusion.
I'd also like calculating shadows. The usual approach is adding an 
additional render pass
with a camera located at the light position. This gives the depth 
texture from the light point.


In the final shading pass, done from the final camera position,  I need 
a matrix for calculating
the actual positions depth from light point and compare it with the 
shadow maps depth.


So I think I could do some comparable calculation in my prerender pass 
and create a shadow map
manually without having the shadowmap prerender pass even when the 
actual camera position

isn't at light position. This would be a very welcome speedup.

Maybe I'm misleaded. So please kindly comment.

Thank you

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Re: [osg-users] Idea about shadows

2017-09-06 Thread Julien Valentin
I don't think it's possible:
Shadowmapping need occlusion information that you cannot have without a prepass
https://gamedev.stackexchange.com/questions/25436/shadows-in-deferred-rendering

wernerM wrote:
> Hi all,
> 
> today I come over with an idea about avoiding an additional render pass 
> for creating shadows.
> I highly appreciate any comments and maybe hints before I start with a 
> trial implementation.
> 
> I use deferred shading and my scene gets rendered in a prerender pass in 
> order to get
> i.e. a depth map for various effects like ambient occlusion.
> I'd also like calculating shadows. The usual approach is adding an 
> additional render pass
> with a camera located at the light position. This gives the depth 
> texture from the light point.
> 
> In the final shading pass, done from the final camera position,  I need 
> a matrix for calculating
> the actual positions depth from light point and compare it with the 
> shadow maps depth.
> 
> So I think I could do some comparable calculation in my prerender pass 
> and create a shadow map
> manually without having the shadowmap prerender pass even when the 
> actual camera position
> isn't at light position. This would be a very welcome speedup.
> 
> Maybe I'm misleaded. So please kindly comment.
> 
> Thank you
> 
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> osg-users mailing list
> 
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> 
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