Original Post
Both unreal engine 3 and doom 3 use shadow volume, not shadow map. why?
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Original post by Anonymous Poster
Most likely because shadow volumes look better graphicaly and also because they can calculate shadow volumes on the graphics card which gets rid of the main CPU burden that past shadow volumes had to deal with.
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Original post by DrewGreen
I have seen a small number of areas on Doom 3 where the shadows look completely wrong, specifically on the first couple of levels when you shine the flashlight at a railing. Sometimes the shadow is projected onto the wrong surfaces, or appears to be projected into thin air a few pixels behind the railing for instance.
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Original post by Johnny Watson
Doom 3 used shadow volumes because Carmack started the project back in 2000, and the original GeForce 256 was the base hardware he had to work with.
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# Advanced Dynamic Shadowing. Unreal Engine 3 provides full support for four shadowing techniques:
* Dynamic stencil buffered shadow volumes supporting fully dynamic, moving light sources casting accurate shadows on all objects in the scene.
* Dynamic characters casting dynamic soft, fuzzy shadows on the scene using 16X-oversampled shadow buffers.
* Ultra high quality and high performance pre-computed shadow masks allow offline processing of static light interactions, while retaining fully dynamic specular lighting and reflections.
* Directional Light Mapping enables the static shadowing and diffuse normal-mapped lighting of an unlimited number of lights to be precomputed and stored into a single set of texture maps, enabling very large light counts in high-performance scenes.
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The shadow map support is good to get in, but I am still unconvinced
that a fully general engine can be produced with acceptable quality using
shadow maps for point lights. I spent a while working with shadow
buffers last year, and I couldn't get satisfactory results. I will revisit
that work now that I have GeForce 3 cards, and directly compare it with my
current approach.
-John Carmack
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Original post by matches81
If I stick with shadow maps for point lights, too, I understand I´d have to do essentially 6 shadow-map-passes to fill the cubemap. Is this really that bad performance-wise?
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The Doom³ engine sticks with volumes completely and gets really slow if there are more than 4 lights (or something like that, got that from a guy building maps for D³), so volumes got their downsides, too, obviously, which is the volume extraction, I assume.
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Original post by PixelPhil
Shadow maps are good for spotlights or directionnal lights. But for a point light you need a shadow cubemap which is 6 time the expense.
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Original post by matches81
does anyone have an idea how expensive it gets to get soft shadows using shadow volumes?
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If I´d used shadow maps for spotlights and the like, I´d get soft shadows there. But if now I used shadow volumes for point lights, I would find it hard to compose a convincing image out of those 2 different techniques, because I got soft shadows on the one hand, and harshly sharp shadows on the other. How´d I combine those two without getting an odd-looking image?
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If I stick with shadow maps for point lights, too, I understand I´d have to do essentially 6 shadow-map-passes to fill the cubemap. Is this really that bad performance-wise?
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You could do six passes on the same shadow buffer to alleviate the significant memory requirement for shadow cube maps. There's also dual-paraboloid mapping which cuts down on memory and number of rendering passes.
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Original post by Cypher19
4 BIG lights maybe, but I thought the average Doom3 scene would have maybe 10 (small to medium) lights in it, and it runs pretty smoothly on my machine.
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