Dual Sphere-Unfolding/Omni-directional shadow maps
#1 Members - Reputation: 373
Posted 19 July 2012 - 07:07 AM
I think that dual paraboloid and cube map shadows are two typical choices. I have used the latter in the past. While looking for alternatives that might perform faster with comparable quality I came across Dual Sphere-Unfolding Shadow Maps, which are rendered in a single pass. Has anyone tried it? Is there a more detailed explanation of the method around? Any other methods that are worth looking into?
#2 Members - Reputation: 281
Posted 19 July 2012 - 05:19 PM
BUT you'll want to have a very fine geometry in order to obtain accurate shadows: the projection used to store the whole shadow sphere in a single texture will highly bend the geometric data, thus leading to frequent artifacts during the depth comparison.
(Though I had to rush that project so I might have missed something)
Still, it was tremendously fast and produced cool shadows... If you don't stare at them too much
Edited by PixelSmasher, 19 July 2012 - 05:21 PM.
#4 Members - Reputation: 281
Posted 24 July 2012 - 03:12 AM
This technique seems to remain unnoticed (or people consider that such artifacts are unworthy of their time
There is this video, made by the author of Dual-Sphere Unfolding (It was my only help when implementing my demo), but nothing from the community.
If you ever find something, I would be greatly interested.
Edited by PixelSmasher, 25 July 2012 - 06:23 AM.
#5 Members - Reputation: 712
Posted 25 July 2012 - 09:43 AM
#6 Members - Reputation: 373
Posted 26 July 2012 - 04:47 AM
It would be nice to see your results in case you find the time and implement it.It's just simply sphere mapping. The only difference is, that they use 2 sphere maps and let the vertex shader decide on which one the vertex gets projected, based on whether the y axis is positive or negative. They say that it would be a one pass method, but I really doubt it. I don't think that a triangle that has vertices on both sides of the xz-plane wouldn't cause artifacts. You'd probably still need a geometry shader or 2 passes to render these shadow maps without artifacts. I think it's worse than dual paraboloid shadow mapping, but I'll give it a try.
#7 Members - Reputation: 523
Posted 26 July 2012 - 08:45 PM
The least amount of geometry warping that I know of, and still very efficient
#8 Members - Reputation: 373
Posted 30 July 2012 - 02:52 AM
Last time I tried it, using the geometry shader for single pass cubemapping was slower on my machine than doing a pass for every cube face. Have you seen more encouraging results?I would also try single pass cubemapping using the geometry shader: http://devmaster.net...-really-useful/
The least amount of geometry warping that I know of, and still very efficient






