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#ActualTournicoti

Posted 23 September 2012 - 01:35 PM

Maybe should I be more specific about how it works ?

There are 2 maps of the same dimensions :
  • a depth map, like in standard shadow mapping
  • a color map, that stores the filtering colors
Generation of the shadow map :
  • the color map is filled with (1,1,1)
  • the opaque geometry is rendered on the depth map only
  • the transparent geometry is alpha-blended on the color map, reading the depth map.
Scene rendering with colored shadows :

The point is shadowed (depth test) ?
  • Yes, return (0,0,0)
  • No, sampling of the color map.
This filter is then multiplied by the light color, to get the filtered light color that can be used in lighting calculations afterwards


NB :
Since this shadow map stores the depth and the color filter of a light ray reaching an opaque geometry, it can be used on opaque geometry only.
I still use standard shadow mapping on transparent geometry, just taking into account the depth data of this shadow map.


Thank you so much for the help I got Posted Image


[attachment=11421:alwaysbetterthanblabla.PNG]

#7Tournicoti

Posted 23 September 2012 - 04:50 AM

Maybe should I be more specific about how it works ?

There are 2 maps of the same dimensions :
  • a depth map, like in standard shadow mapping
  • a color map, that stores the filtering colors
Generation of the shadow map :
  • the color map is filled with (1,1,1)
  • the opaque geometry is rendered on the depth map only
  • the transparent geometry is alpha-blended on the color map, reading the depth map.
Scene rendering with colored shadows :

The point is shadowed (depth test) ?
  • Yes, return (0,0,0)
  • No, sampling of the color map.
This filter is then multiplied by the light color, to get the filtered light color that can be used in lighting calculations afterwards


NB :
Since this shadow map stores the depth and the color filter of a light ray reaching an opaque geometry, it can be used on opaque geometry only.
I still use standard shadow mapping on transparent geometry, just taking into account the depth data of this shadow map.


Thank you so much for the help I got Posted Image

#6Tournicoti

Posted 22 September 2012 - 01:29 PM

Maybe should I be more specific about how it works ?

There are 2 maps of the same dimensions :
  • a depth map, like in standard shadow mapping
  • a color map, that stores the filtering colors
Generation of the shadow map :
  • the color map is filled with (1,1,1)
  • the opaque geometry is rendered on the depth map only
  • the transparent geometry is alpha-blended on the color map, reading the depth map.
Scene rendering with colored shadows :

The point is shadowed (depth test) ?
  • Yes, return (0,0,0)
  • No, sampling of the color map.
This filter is then multiplied by the light color, to get the filtered light color that can be used in lighting calculations afterwards


NB :
Since this shadow map stores the depth and the color filter of a light ray reaching an opaque geometry, it can be used on opaque geometry only.
I still use standard shadow mapping on transparent geometry, just taking into account the depth data of this shadow map.

#5Tournicoti

Posted 22 September 2012 - 11:36 AM

Maybe should I be more specific about how it works ?

There are 2 maps of the same dimensions :
  • a depth map, like in standard shadow mapping
  • a color map, that stores the filtering colors

Generation of the shadow map :
  • the color map is filled with (1,1,1)
  • the opaque geometry is rendered on the depth map only
  • the transparent geometry is alpha-blended on the color map, reading the depth map.

Scene rendering with colored shadows :

The point is shadowed (depth test) ?
  • Yes, return (0,0,0)
  • No, sampling of the color map.
This filter is then multiplied by the light color, to get the filtered light color that can be used in lighting calculations afterwards

#4Tournicoti

Posted 22 September 2012 - 11:35 AM

Maybe should I be more specific about how it works ?

There are 2 maps of the same dimensions :
  • a depth map, like in standard shadow mapping
  • a color map, that stores the filtering colors
Generation of the shadow map :
  • the color map is filled with (1,1,1)
  • the opaque geometry is rendered on the depth map only
  • the transparent geometry is alpha-blended on the color map, reading the depth map
Scene rendering with colored shadows :

The point is shadowed (depth test) ?
  • Yes, return (0,0,0)
  • No, sampling of the color map.
This filter is then multiplied by the light color, to get the filtered light color that can be used in lighting calculations afterwards

#3Tournicoti

Posted 22 September 2012 - 08:41 AM

Maybe should I be more specific about how it works ?

There are 2 maps of the same dimensions :
  • a depth map, like in standard shadow mapping
  • a color map, that stores the filtering colors

Generation of the shadow map :
  • the color map is filled with (1,1,1)
  • the opaque geometry is rendered on the depth map only
  • the transparent geometry is alpha-blended on the color map only

Scene rendering with colored shadows :

The point is shadowed (depth test) ?
  • Yes, return (0,0,0)
  • No, sampling of the color map.
This filter is then multiplied by the light color, to get the filtered light color that can be used in lighting calculations afterwards

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