Shadow Maps and Landscapes

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3 comments, last by GameDev.net 18 years, 8 months ago
Dear all, I've finally gotten my shadow mapping working in my outdoor scene. However, I'm getting some artifacts, I think not all of which are my fault. Jagged edges(esp far away from the light), problems when I have lots of small grass billboards directly facing the light PoV, and things like that. Whats the best way to start improving my shadow mapping in outdoor scenes? I'm basicly looking for some reading suggestions here. Regards, Jesse
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Perspective shadow maps would be the way to go but the implementation is complex (well in my opinion). There are papers and demos (with source) out there. I can't think of any links off hand except for a dx9 demo/source on the nvidia dev site.
There's a good article about perspective shadow mapping in the first of NVIDIA's GPU Gems books. Its a case study of a NVIDIA demo and covers the topic pretty well.

Hope that helps.

Cheers,
Ben
NVIDIA Actually recommend you don't use PSM (ftp://download.nvidia.com/developer/presentations/2004/GPU_Jackpot/Shadow_Mapping.pdf)
due to the many issues it has, instead they suggest using either LiPSM or TSM, TSM however is (I think) covered by some patent so you'll have to get/purchase permission to use that.

More on LiPSM can be found here: http://www.cg.tuwien.ac.at/research/vr/lispsm/
And TSM here: http://www.comp.nus.edu.sg/~tants/tsm.html

/ Anders
I think as long you do not target the "million dollar market" the patent issue of TSM can be neglected.

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