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Shadow Map Bias issue


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#1 markypooch   Members   -  Reputation: 497

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Posted 05 April 2014 - 11:24 AM

Recently I managed to get shadow mapping working within my application, however, a lot of the occluders are getting occluded, that is a LOT of self-shadowing

 

Now in my hlsl code I DO have a bias however it is simply NOT working. What I mean is no matter how much I increase or decrease the bias, the shadows stay static.

 

It seems like a bias value of 1 or 0 seem to only make a difference

 

/////////////////////////////////////////////////
    float2 projectTexCoord = float2(0.0f, 0.0f);
    float  bias            = 0.006f;
    float4 textureMap      = colorMap[0].Sample(colorSampler, texel.tex);
    float  lightIntensity  = 0.0f;
    float  depthValue      = 0.0f;
    float  lightDepthValue = 0.0f;
    float4 color           = float4(0.0f, 0.0f, 0.0f, 0.0f);
    float4 lightObject     = light[5].ambient;
    float4 specular        = float4(0.0f, 0.0f, 0.0f, 0.0f);
    bool   lightHit        = false;
    /////////////////////////////////////////////////

    //Normal Mapping
    ////////////////////////////////////////////
    float4 bumpMap    = colorMap[1].Sample(colorSampler, texel.tex);
    bumpMap           = (bumpMap * 2.0f) - 1.0f;
    float bumpNormal = texel.norm + bumpMap.x * texel.tang + bumpMap.y * texel.binorm;
    float lightItensity2 = saturate(dot(bumpNormal, -1.5f));
    ///////////////////////////////////////////

    //Specular Mapping
    ///////////////////////////////////////////
    float3 reflection = normalize(2 * lightItensity2 * bumpNormal - light[5].dir);
    specular   = pow(saturate(dot(reflection, texel.viewDir)), 2.5f);
    specular += float4(0.02f, 0.02f, 0.06f, 0.0f);
    float4 specTex = colorMap[3].Sample(colorSampler, texel.tex);
    specular *= specTex;
    //////////////////////////////////////////

    //Grab the lightPosition at the vertex
    /////////////////////////////////////////
    texel.lightPos = light[5].dir.xyz - texel.wPos.xyz;
    texel.lightPos = normalize(texel.lightPos);
    /////////////////////////////////////////

    // input.lpos.xyz /= input.lpos.w;


     //Create The texture coordinates for the projecting of the shadowMap
    ////////////////////////////////////////////////////////////////////////
    projectTexCoord.x =  texel.lightViewP.x / texel.lightViewP.w  /  2.0f + 0.5f;
    projectTexCoord.y =  texel.lightViewP.y / texel.lightViewP.w / -2.0f + 0.5f;


    // Determine if the projected coordinates are in the 0 to 1 range.  If so then this pixel is in the view of the light
    //////////////////////////////////////////////////////////////////////////////////////////
    [flatten]
    if((saturate(projectTexCoord.x) == projectTexCoord.x) && (saturate(projectTexCoord.y) == projectTexCoord.y))
    {

        // Sample the shadow map depth value from the depth texture using the sampler at the projected texture coordinate location.
        depthValue = colorMap[2].Sample(sampleTypeClamp, projectTexCoord).r;

        // Calculate the depth of the light.
        lightDepthValue = texel.lightViewP.z / texel.lightViewP.w;

        // Subtract the bias from the lightDepthValue.
        lightDepthValue = (lightDepthValue - bias);

        // Compare the depth of the shadow map value and the depth of the light to determine whether to shadow or to light this pixel.
        // If the light is in front of the object then light the pixel, if not then shadow this pixel since an object (occluder) is casting a shadow on it.
        
        if(lightDepthValue > depthValue)
        {

             lightIntensity = saturate(dot(texel.norm, texel.lightPos));

            // Calculate the amount of light on this pixel.
            if(lightIntensity > 0.0f)
            {

                
                lightObject = light[5].diffuse;
                color += float4(0.0f, 2.4f, 0.0f, 0.0f);

                lightHit    = true;
            }
        }
    }

    
    float4 color2 = lightItensity2 * lightObject;
    color = saturate(color2 + lightObject) * textureMap;
    color = saturate(color + specular);

    //color += float4(0.5f, 0.0f, 0.0f, 1.0f);
    return color;

 

I just can't seem to figure this out. I tried working with the sampler, I tried to see if my depth shader was correct (it is). But I constantly get the same results of the self shadowing.

 

If someone could just point me in the direction UI should be looking to solve this problem I would be so grateful. Im just so lost right now.

 

And if anybody needs any code not shown here let me know

 

Any response will be appreciated

 

-Marcus Hansen

 



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#2 Jason Z   Crossbones+   -  Reputation: 5300

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Posted 05 April 2014 - 12:00 PM

Can you show an image of the issue?  If your depth bias isn't working, then it sounds like your transformation to light space is somehow not correct.  Is the shadowing working properly everywhere else?



#3 markypooch   Members   -  Reputation: 497

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Posted 05 April 2014 - 12:11 PM

Thanks for the quick reply!

 

pic_zpsd2c27bb8.png

 

As you can see Im rendering the depthBuffer on a texture. If you notice I am not parsing the ground through the depth shader. The reason for that is the same as with the rest of the issues. Self-Shadowing. If i parse the ground through the shader (all the individual tiles with a mag of 2) it all gets self-shadowed like the brick hedges surrounding the level.

 

"Is the shadowing working properly everywhere else?"

 

Somewhat, the shadows do look nice, and do look like their doing their offset correctly.

 

I also checked the tile offset for my level generation, but it seemed to check out.

 

If you want I can post my light code.

 

Thanks for the quick reply! I needed some input before I went insane!

 

Marcus Hansen



#4 markypooch   Members   -  Reputation: 497

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Posted 05 April 2014 - 01:32 PM

Any ideas?

 

Here is my code for setting up of the view and projection matrices for the light

 

 
light.pos     = XMFLOAT3(-90.0f, 60.0f, -25.0f);
light.diffuse = XMFLOAT4(0.18f, 0.18f, 0.50f, 0.4f);
light.ambient = XMFLOAT4(0.10f, 0.10f, 0.40f, 0.3f);
 
//View Matrix
//////////////////////////////
XMFLOAT3 o = XMFLOAT3(90,10,-25.0f), up = XMFLOAT3(0,1,0);
XMVECTOR e = XMLoadFloat3(&light[5].pos), fp = XMLoadFloat3(&o), u = XMLoadFloat3(&up);
lView.lightView = XMMatrixLookAtLH( e, fp, u );
 
//Projection Matrix
//////////////////////////////
fieldOfView = (float)3.14 / 4.0f;
screenAspect = 1024 / 768;

 // Create the projection matrix for the light.
lProj.lightProj = XMMatrixPerspectiveFovLH(fieldOfView, screenAspect, 0.1f, 1000.0f);
 
//Transposition
/////////////////////////////
lView.lightView = XMMatrixTranspose(lView.lightView);
lProj.lightProj = XMMatrixTranspose(lProj.lightProj);
 

 

It seems to me like i'm missing one important step.

 

I setup a clamp sampler for the depthBuffer Texture

 

Marcus Hansen



#5 markypooch   Members   -  Reputation: 497

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Posted 05 April 2014 - 03:36 PM

I realized that a less then operator was facing the wrong direction in  a condition (My Shader) and I switched it around. Now this is how my shadows look

 

Sh_zps8f3bb2fd.png

 

Is this a problem with my depthTexture!?

 

Should I review my Creation of the DepthStencilView and Texture? Does the depthTexture look correct? (Im not rendering the ground until I reprimand the issue with the brick hedges)

 

I'm not looking for any solution to be handed to me, I just want input, I'm lost :P

 

Marcus Hansen



#6 markypooch   Members   -  Reputation: 497

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Posted 06 April 2014 - 09:58 AM

I got it to work.

 

I had to tear apart the shader. Also I thought about it. I was creating a renderTargetView. I don't know why, maybe because rastertek did it. So I removed the RenderTargetView since I only needed depth.

 

And, before I had a pixelShader that only did a return. So I removed the PS and just set it as null in the pipeline.

 

I wonder which one of the above things was causing it to perform the severe amount of shadow ance. My guess is the shaders. Or having a renderTargetView for a pass where I only render depth.

 

Marcus Hansen






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