[osg-users] OSG 2.8.3 & 3.0.1 view dependent shadow clipping plane
Hello fellow coders :) I'm asking for you help one more time. I have a problem with shadows, it seems like I have a "view dependent shadow clipping plane". I have an osgShadow::ShadowedScene with a city and a light following the player in it. The problem is that, when we move the camera, the shadows get clipped, as you can see in the attached screens, when the camera is high every buildings have a shadow, but when the camera gets to a "human" position then the clipping occurs :/ neither the models nor the light moved. I have tried many different shadow technics but it happened for all of them, right now i use a osgShadow::MinimalShadowMap, i tried to change the minLightMargin with no success. I tried to change some parameters on the light or on the camera with no success either :( that's why i come here to ask for help! I added the red line on the screens, to show the "clipping plane" position. This happens with OSG 2.8.3 and OSG 3.0.1 Thank you! Cheers, Cyril -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=41789#41789 Attachments: http://forum.openscenegraph.org//files/shadow_clippingplane_109.jpg ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG 2.8.3 & 3.0.1 view dependent shadow clipping plane
Hi Cyril, I'm afraid I don't have an immeditate solutions for you but if you can wait a few weeks I should hopefully have an improved view depedent shadow technique implemented. Robert. On Tue, Aug 2, 2011 at 1:45 PM, Cyril Bondue wrote: > Hello fellow coders :) > > I'm asking for you help one more time. I have a problem with shadows, it > seems like I have a "view dependent shadow clipping plane". > I have an osgShadow::ShadowedScene with a city and a light following the > player in it. The problem is that, when we move the camera, the shadows get > clipped, as you can see in the attached screens, when the camera is high > every buildings have a shadow, but when the camera gets to a "human" position > then the clipping occurs :/ neither the models nor the light moved. > I have tried many different shadow technics but it happened for all of them, > right now i use a osgShadow::MinimalShadowMap, i tried to change the > minLightMargin with no success. I tried to change some parameters on the > light or on the camera with no success either :( that's why i come here to > ask for help! > I added the red line on the screens, to show the "clipping plane" position. > This happens with OSG 2.8.3 and OSG 3.0.1 > > Thank you! > > Cheers, > Cyril > > -- > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=41789#41789 > > > > > Attachments: > http://forum.openscenegraph.org//files/shadow_clippingplane_109.jpg > > > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG 2.8.3 & 3.0.1 view dependent shadow clipping plane
Hi Cyril, have you tried setting the MinLightMargin of the shadowmap to a high value? I didn't look to closely, but i recall having such problems when using the standard settings. Also the LightSpacePerspective shadow mapping works very well for me, so maybe try this one for the bigger outdoor scenes. cheers Sebastian Hello fellow coders :) I'm asking for you help one more time. I have a problem with shadows, it seems like I have a "view dependent shadow clipping plane". I have an osgShadow::ShadowedScene with a city and a light following the player in it. The problem is that, when we move the camera, the shadows get clipped, as you can see in the attached screens, when the camera is high every buildings have a shadow, but when the camera gets to a "human" position then the clipping occurs :/ neither the models nor the light moved. I have tried many different shadow technics but it happened for all of them, right now i use a osgShadow::MinimalShadowMap, i tried to change the minLightMargin with no success. I tried to change some parameters on the light or on the camera with no success either :( that's why i come here to ask for help! I added the red line on the screens, to show the "clipping plane" position. This happens with OSG 2.8.3 and OSG 3.0.1 Thank you! Cheers, Cyril -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=41789#41789 Attachments: http://forum.openscenegraph.org//files/shadow_clippingplane_109.jpg ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG 2.8.3 & 3.0.1 view dependent shadow clipping plane
Thank you for your answers. I tried all LightSpacePerspective shadow techniques with the same result :/ Changing the MinLightMargin didn't solve the problem either. Can it be a setting on the light or the camera? I wanted to write a short program you could try, but i couldn't reproduce the problem xD i'm now removing parts from the main program to try to find where the problem comes from -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=41796#41796 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG 2.8.3 & 3.0.1 view dependent shadow clipping plane
Hi all PSM technique with double sided projection transform dont have this problems and dont require scene analysis, there are article about it in gpugems 3. It is not implemented in osgShadows though. I have osg implementation, but cant share source. But if you are up to writing osgShadow psm technique implementation u can mail me if you get stuck with some problems, mb i can give some advice. Cheers, Sergey. 02.08.2011, 19:26, "Cyril Bondue" : > Thank you for your answers. I tried all LightSpacePerspective shadow > techniques with the same result :/ > Changing the MinLightMargin didn't solve the problem either. Can it be a > setting on the light or the camera? > I wanted to write a short program you could try, but i couldn't reproduce the > problem xD i'm now removing parts from the main program to try to find where > the problem comes from > > -- > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=41796#41796 > > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG 2.8.3 & 3.0.1 view dependent shadow clipping plane
I couldn't reproduce my problem because the scene wasn't showing it. I've attached a zip file containinig the c++ program and the IVE scene. By moving the camera up and down you should see the problem! BTW if you see anything wrong about the code please tell me, thanks. Maybe I missed something -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=41844#41844 Attachments: http://forum.openscenegraph.org//files/shadow_clippingplane_272.jpg http://forum.openscenegraph.org//files/testosgshadow_168.zip ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG 2.8.3 & 3.0.1 view dependent shadow clipping plane
anyone can try the attached code please? Just to see if the bug comes from my compilation (even if i didn't change a think..) my code or something. Thanks! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=41944#41944 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG 2.8.3 & 3.0.1 view dependent shadow clipping plane
Hi, Thanks for taking time when you shouldn't to see my problem ! ^^ The osg::Light is used is the default one : Code: _light = new osg::Light(); osg::ref_ptr lightSource = new osg::LightSource(); lightSource->setLight(_light); _sceneRoot->addChild(lightSource); I only changed it's ambiant value and it's position, to make it follow the car. I tried to setComputeNearFarMode(osg::Camera::DO_NOT_COMPUTE_NEAR_FAR), without result. Changing the minLighMargin afterward didn't solve the problem either. I tried this on the exemple code i've attached to this post and the simulation, same result. Also, I have the same result with MinimalShadowMap or MinimalCullBoundsShadowMap, have you ever seen such problem? I don't thing i've done anything special! That's strange :/ -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=42018#42018 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG 2.8.3 & 3.0.1 view dependent shadow clipping plane
Hi Cyril, Rather than spend lots of time investigating this issue with the present osgShadow implementation I would recommend waiting till I have the new codes checked in. I haven't competed the work yet but have early results that show that the light space/shadow volume computation is far more robust than the old view dependent shadow techniques - I don't see clipping of the shadow or wild jumps in shadow resolution. I'm testing the new code on models that pick out the problem areas for the old techniques, and would suspect that as my new codes address the problems in these problem areas that there is good chance it'll address the problems you are seeing as well. So far I've written a new base class, osgShadow::ViewDependentShadowMap, that provides a framework for setting up and rendering view dependent shadow techinques. This base class currently implements a minimal bounds shadow map, this base class will be usable out of the box for doing minimal bounds shadow mapping, and provide the ability to provide custom light space/shadow map projections such as perspective/LispSM shadow maps just by subclassing or callbacks. Today I'll be writing some provisional shaders for the minimal bounds shadow map that should give a basic drop in replacement for the current osgShadow::MinimalBoundsShadowMap implementation. Through next week I'll be making the shader codes more powerful and flexible, and looking at add multiple shadow map techniques and alternative projections for the light space/shadow maps. If all goes well in a couple of weeks I'll have replacements for most of the exist shadow map implementations. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG 2.8.3 & 3.0.1 view dependent shadow clipping plane
Hi Robert I'll wait for next release so, and I'll test this new code and post the result. Feel free to send me some code if you want it to be beta tested :) (or can it be tested from the developper svn?) The situation that makes the bug very visible for me is when moving in a tunnel, all the tunnel is shadowed but not the space in front of the camera. When moving the camera all the tunnel become shadowed. Thank you! Cyril -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=42023#42023 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG 2.8.3 & 3.0.1 view dependent shadow clipping plane
Hi Cyril, On Fri, Aug 12, 2011 at 12:42 PM, Cyril Bondue wrote: > I'll wait for next release so, and I'll test this new code and post the > result. Feel free to send me some code if you want it to be beta tested :) > (or can it be tested from the developper svn?) I'll be checking the work into svn/trunk, and it'll be part of a 3.1.0 dev releases once I've completed enough of the functionality to wrap up into a dev release. > The situation that makes the bug very visible for me is when moving in a > tunnel, all the tunnel is shadowed but not the space in front of the camera. > When moving the camera all the tunnel become shadowed. I don't have a test model with a tunnel in it, but I don't expect any issues in tunnels as the new code makes sure the light space/shadow volume setup encompasses all objects in the view frustum and all objects between the view frustum and light source.. You can start testing the shadow map creation using what I have already checked into OSG svn/trunk - if you run: osgviewer --vdsm YourModel You should see your model rendered with the blank banding from rendering the shadow map directly onto the scene - this is crude but will give you an idea of shows that will be generated. I'm just working on the shader setup that will take the shadowmap and do the proper shadow rendering, hopefully I'll have something checked in today. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org