Archived

This topic is now archived and is closed to further replies.

robirt

Shadow Idea

Recommended Posts

I have been thinking about this for a while and I think it may be a good method for realistic soft shadows, but maybe im missing something about the theory that wouldnt allow this to work. My idea is that instead of rendering the shadows on the binary stencil buffer, you can use a buffer to hold the values of the brightness of the light. With this i think you could get soft shadows as well as lower the number of passes of rendering the scene, since you can render all the lights brightnesses and thne render the scene once. well, what do you guys think?

Share this post


Link to post
Share on other sites
and how do you determine which pixels are covered by shadows?

they use the stencil buffer cause they can use this stencilfunc to deside which to render there or not

Share this post


Link to post
Share on other sites
Guest Anonymous Poster
It looks like atennuation lightning, in the way you describe you get no ligth, where the light can''t reach.
But shadows, are when the light can reach the object, but other object is in the path, and blocks the light. Stencil shadows model this behavior.

Share this post


Link to post
Share on other sites
well, i think i didnt describe my idea well enough. Maybe i dont understand the theory enough. i will read up on it myself and figure out if it works and if so, i will write a good description of it.

Share this post


Link to post
Share on other sites
ok, besides for the soft shadows, what about just using it to eliminate the number of passes that you need to render all the geometry.

Share this post


Link to post
Share on other sites
Guest Anonymous Poster

You still have to render all the geometry once per light, though. How else can you get those light values in your buffer?

Share this post


Link to post
Share on other sites