Jump to content

  • Log In with Google      Sign In   
  • Create Account


#ActualYours3!f

Posted 05 March 2013 - 05:01 PM

There are much less extreme options to try before doing what's suggested above. The key is to fit the shadow frustum as close as possible to the view frustum and shadow casters onto that frustum. Get your Z depth as tight as you can, boost the shadow precision if you can, make the shadow area smaller if you can. Try centering the shadow in front of the camera. Explore Z precision tricks like reversed depth planes.

 

That said, I haven't tested screen-space soft shadows yet but this might be an intrinsic part of blurring in what is basically the wrong domain.


SDSM?

http://visual-computing.intel-research.net/art/publications/sdsm/

 

PS Holy shit this text editor we've got nowadays is a piece of trash

 

I know about the z-depth trick, and I experimented with it but at this close distance it didn't really improve much.

 

"The key is to fit the shadow frustum as close as possible to the view frustum and shadow casters onto that frustum."

is there a paper / tutorial on this?

 

"That said, I haven't tested screen-space soft shadows yet but this might
be an intrinsic part of blurring in what is basically the wrong domain."

yeah this is really annoying as one might expect such a strong blur to erase such artifacts.

 

agreed it sucks biggrin.png

 

EDIT:

today I experimented with the shadow mapping setup, I added checking sampling outside the shadow frustum.

I also played around with the perspective projection: I changed the range from (1, 50), to (5, 25). This drastically reduced the aliasing at the same shadow map resolution.

So I think it may be really important to get the near far planes right to squeeze out as much precision out of the available texture space as possible.


#1Yours3!f

Posted 05 March 2013 - 03:34 AM

There are much less extreme options to try before doing what's suggested above. The key is to fit the shadow frustum as close as possible to the view frustum and shadow casters onto that frustum. Get your Z depth as tight as you can, boost the shadow precision if you can, make the shadow area smaller if you can. Try centering the shadow in front of the camera. Explore Z precision tricks like reversed depth planes.

 

That said, I haven't tested screen-space soft shadows yet but this might be an intrinsic part of blurring in what is basically the wrong domain.


SDSM?

http://visual-computing.intel-research.net/art/publications/sdsm/

 

PS Holy shit this text editor we've got nowadays is a piece of trash

 

I know about the z-depth trick, and I experimented with it but at this close distance it didn't really improve much.

 

"The key is to fit the shadow frustum as close as possible to the view frustum and shadow casters onto that frustum."

is there a paper / tutorial on this?

 

"That said, I haven't tested screen-space soft shadows yet but this might
be an intrinsic part of blurring in what is basically the wrong domain."

yeah this is really annoying as one might expect such a strong blur to erase such artifacts.

 

agreed it sucks :D


PARTNERS