Hello,
I have recently started working on implementing shadows in my rendering engine using shadow mapping with Direct3D10 and HLSL. So far, the algorithm is working nicely, except for a small problem.
When I move the camera behind an object that is lit on one side by a light source, the areas where the shadow is bleed through onto the other side of the model. For example, a character model has it's arm crossed in front of it's chest, and when you move behind the model you can see the shadow on the model's back. I'm assuming this is because the shader is just testing the depth values to see if the pixel is behind an occluder, and the back of the model is determined to be behind an occluder.
So, my question is, what would be the best and easiest way to fix this?
Thanks in advance!
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Shadow Mapping: Bleed through?
20 November 2012 - 03:53 PM
Implementing SSAO in Direct3D 10
27 September 2012 - 03:06 PM
Hello,
Could someone explain to me how I could implement SSAO in my Direct3D 10 program? Would it be possible to do all the calculations in one pass? I somewhat understand how the SSAO technique works, but I'm completely confused when it comes to implementing it.
Thanks
Could someone explain to me how I could implement SSAO in my Direct3D 10 program? Would it be possible to do all the calculations in one pass? I somewhat understand how the SSAO technique works, but I'm completely confused when it comes to implementing it.
Thanks
Direct3D Not Displaying Vertex List
31 May 2012 - 03:27 PM
This probably seems like a generic question, but could somebody tell me why this code will not display these points? I'm sure there's a simple solution that I've missed.
I attached a zip containing the program's source file, header file, and a csv that contains all the vertex data the program is trying to load. The columns go x, y, and z respectively.
The MdlLoader class is a class that I wrote to load the data from the model file. I know for a fact that it is loading correctly because as you can see in the code, the program is correctly outputting another csv with the same vertex data in it. This is the one I included in the ZIP.
Thank you in advance!
EDIT: Sorry, apparently the ZIP was corrupted when uploading to here. Please use this one: www.justinman.net/dx.zip
I attached a zip containing the program's source file, header file, and a csv that contains all the vertex data the program is trying to load. The columns go x, y, and z respectively.
The MdlLoader class is a class that I wrote to load the data from the model file. I know for a fact that it is loading correctly because as you can see in the code, the program is correctly outputting another csv with the same vertex data in it. This is the one I included in the ZIP.
Thank you in advance!
EDIT: Sorry, apparently the ZIP was corrupted when uploading to here. Please use this one: www.justinman.net/dx.zip
Math Help - Automatically calculate camera rotation
24 March 2012 - 11:13 AM
Here's my issue:
My program has just a back wall and floor. The user is able to move the virtual camera around and zoom in and out. I need the floor to appear completely level, where the camera can only see the front of it, no matter what the Y translation coordinate or FOV is. What would the correct way to calculate the camera's Y rotation from the Y translation coord and FOV be?
Currently through experimentation, I was able to form an equation where it calculates rotation based on the Y translation coord, but obviously it does not work when the user zooms in or out (change in FOV).
I am using gluPerspective, and I would not like to change this.
My program has just a back wall and floor. The user is able to move the virtual camera around and zoom in and out. I need the floor to appear completely level, where the camera can only see the front of it, no matter what the Y translation coordinate or FOV is. What would the correct way to calculate the camera's Y rotation from the Y translation coord and FOV be?
Currently through experimentation, I was able to form an equation where it calculates rotation based on the Y translation coord, but obviously it does not work when the user zooms in or out (change in FOV).
I am using gluPerspective, and I would not like to change this.
Getting Values for position vector (xyz, rotx roty rotz) from 4x3 Matrix
04 January 2012 - 04:02 PM
Hello. I am experimenting with a library that returns a 4x3 matrix representing the position of the camera. How would I get the values for pos x, pos y, pos z, rot x, rot y, and rot z from this matrix?
Thanks in advance!
EDIT: I figured out I cannot directly convert this type of matrix because it is not a standard a 4x3 matrix, the library has it's own stuff in there. The library can also create an OpenGL projection matrix (looks like an array of 16 values). How could I get the pos xyz and rot xyz from that matrix? The library is ARToolkit to help clarify.
Thanks in advance!
EDIT: I figured out I cannot directly convert this type of matrix because it is not a standard a 4x3 matrix, the library has it's own stuff in there. The library can also create an OpenGL projection matrix (looks like an array of 16 values). How could I get the pos xyz and rot xyz from that matrix? The library is ARToolkit to help clarify.
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