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Member Since 26 May 2010
Offline Last Active Feb 18 2016 06:56 PM

Posts I've Made

In Topic: View/Projection Matrices for Cascaded Shadow Mapping

25 January 2016 - 11:38 AM

Yeah I'm not sure either, it seems like any transformation of the view or projection matrices would only cause the shadow map generation to be wrong. Sorry I wish I could be more help.

In Topic: View/Projection Matrices for Cascaded Shadow Mapping

22 January 2016 - 05:02 PM

Ah I see...

It looks like they are making arbitrary splits based on the view frustums forward axis, fitting to those bounding boxes, and then rendering with an imperfect light frustum? That is interesting, if not artifact prone...

In Topic: How to support multiple rendering paths in my engine?

19 January 2016 - 07:14 PM

I agree with a lot of the posts here, but I have a few wrinkles I'd throw in.

First off, inheritance, (or how ever you decide to implement your interface), is great for the low-level graphics SDK abstraction.

Then I would design what information an entry in the scene needs, like the material it will need to use, and which shader it should use in either scenario.

Then I would design my structure for how to store the list of entries in the scene.

Then I would design two renderers that take in that list of scenes and implements the logic for rendering that list

In Topic: View/Projection Matrices for Cascaded Shadow Mapping

19 January 2016 - 06:37 PM

I'm not sure what you mean by not rotating with the horizontal angle, the light's frustum should only try to bind to the view frustum. If you're wasting space, you should be reducing your clipping planes, binding either on a ground plane or a maximum height. This is the seminal tutorial for cascaded shadow maps, and their solution is the generate an AABB of the scene and then bind to that.

Also the shimmering artifact is real and is a huge distraction, but can be solved by not moving the light frustum by more than one shadow map texel.

In Topic: Why use texture splatting?

09 July 2015 - 02:08 PM

My previous uses with texture splatting, that was the base diffuse textures. Every visible piece was a culmination of several detail maps combined via the texture splats.