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Shadow Map problem


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#1 newtechnology   Members   -  Reputation: 783

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Posted 19 March 2014 - 01:18 AM

Even with high resolution like 2049 x 2049, there are aliasing effects.
I'm rendering a terrain with size 2049 x 2049 and with shadows.

HRhcEbi.png



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#2 Tom KQT   Members   -  Reputation: 1610

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Posted 19 March 2014 - 01:28 AM

The shadow map resolution is not the only important factor, equally important is how large area is the shadowmap covering. Even a shadowmap with 4096x4096 would have extremely huge aliasing if you used it for example for the whole Skyrim map.



#3 newtechnology   Members   -  Reputation: 783

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Posted 19 March 2014 - 01:40 AM

So what is the solution to this problem? should we blur shadow map?



#4 Hodgman   Moderators   -  Reputation: 30965

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Posted 19 March 2014 - 02:18 AM

What kind of shadow map are you using? How is it generated? How do you sample it? How is it filtered?



#5 imoogiBG   Members   -  Reputation: 1219

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Posted 19 March 2014 - 02:38 AM

As said above, probably your light is to far away from the view point.

 

Take a look at this. It is called parallel split shadow map:

http://http.developer.nvidia.com/GPUGems3/gpugems3_ch10.html



#6 eppo   Crossbones+   -  Reputation: 2508

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Posted 19 March 2014 - 06:00 AM

Are youe using a custom filtering kernel? seems to me you have a bug in the depth comparison method which causes results between neighbouring pixels in the map not to match up.



#7 newtechnology   Members   -  Reputation: 783

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Posted 20 March 2014 - 12:29 AM

Are youe using a custom filtering kernel? seems to me you have a bug in the depth comparison method which causes results between neighbouring pixels in the map not to match up.

This was the problem. I forgot to restore the rasterizerState after rendering the scene to shadow map.

 

Thank you everyone, now the problem is solved. You all are great. (the resolution used in this image for shadow map is 1024x1024 with 2049x2049 terrain.)

1911649_851963971496625_2008400309_n.jpg


Edited by newtechnology, 20 March 2014 - 12:55 AM.





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