Hello,
I have recently started working on implementing shadows in my rendering engine using shadow mapping with Direct3D10 and HLSL. So far, the algorithm is working nicely, except for a small problem.
When I move the camera behind an object that is lit on one side by a light source, the areas where the shadow is bleed through onto the other side of the model. For example, a character model has it's arm crossed in front of it's chest, and when you move behind the model you can see the shadow on the model's back. I'm assuming this is because the shader is just testing the depth values to see if the pixel is behind an occluder, and the back of the model is determined to be behind an occluder.
So, my question is, what would be the best and easiest way to fix this?
Thanks in advance!
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#2bearsomg
Posted 20 November 2012 - 03:54 PM
Hello,
I have recently started working on implementing shadows in my rendering engine using shadow mapping with Direct3D10 and HLSL. So far, the algorithm is working nicely, except for a small problem.
When I move the camera behind an object that is lit on one side by a light source, the areas where the shadow is bleed through onto the other side of the model. For example, a character model has it's arm crossed in front of it's chest, and when you move behind the model you can see the shadow on the model's back. I'm assuming this is because the shader is just testing the depth values to see if the pixel is behind an occluder, which the back of the model would definitely be.
So, my question is, what would be the best and easiest way to fix this?
Thanks in advance!
I have recently started working on implementing shadows in my rendering engine using shadow mapping with Direct3D10 and HLSL. So far, the algorithm is working nicely, except for a small problem.
When I move the camera behind an object that is lit on one side by a light source, the areas where the shadow is bleed through onto the other side of the model. For example, a character model has it's arm crossed in front of it's chest, and when you move behind the model you can see the shadow on the model's back. I'm assuming this is because the shader is just testing the depth values to see if the pixel is behind an occluder, which the back of the model would definitely be.
So, my question is, what would be the best and easiest way to fix this?
Thanks in advance!
#1bearsomg
Posted 20 November 2012 - 03:53 PM
Hello,
I have recently started working on implementing shadows in my rendering engine using shadow mapping with Direct3D10 and HLSL. So far, the algorithm is working nicely, except for a small problem.
When I move the camera behind and object that is lit on one side by a light source, the areas where the shadow is bleed through onto the other side of the model. For example, a character model has it's arm crossed in front of it's chest, and when you move behind the model you can see the shadow on the model's back. I'm assuming this is because the shader is just testing the depth values to see if the pixel is behind an occluder, which the back of the model would definitely be.
So, my question is, what would be the best and easiest way to fix this?
Thanks in advance!
I have recently started working on implementing shadows in my rendering engine using shadow mapping with Direct3D10 and HLSL. So far, the algorithm is working nicely, except for a small problem.
When I move the camera behind and object that is lit on one side by a light source, the areas where the shadow is bleed through onto the other side of the model. For example, a character model has it's arm crossed in front of it's chest, and when you move behind the model you can see the shadow on the model's back. I'm assuming this is because the shader is just testing the depth values to see if the pixel is behind an occluder, which the back of the model would definitely be.
So, my question is, what would be the best and easiest way to fix this?
Thanks in advance!