Quote:Original post by kovacspQuote:Original post by jollyjeffers
When I first looked into shadowing, it was all about SV's - but SM's have really matured now, and I personally think that I'll be using them in my current/future work.
Exactly what type of shadow maps do you think of?
Hadn't really gotten that far - as much because they're fairly usage-dependent, and I don't know quite what I'll be using them for yet [smile]
Quote:Original post by kovacsp
It's just my personal opinion, but after reading through perspective shadow maps, light space perspective shadow maps, trapezoidal shadow maps, etc, I still have the feeling that they're still trying to hack around something that is not really suitable for the purpose.
Yup, I get exactly the same feeling. Shadow Volumes might be a bit "old school" now, but they do come across as being a more general-purpose one-size-fits-all approach.
Then again, they do seem to look much nicer when done properly...
Quote:The book shader3 talks about possion disk shadow blur, which has to be the easiest to implement.
Basically you render the object to a render texture (in solid black with white background), then apply possion disk filter (using a shader) to the texture, then project back to the scene.
That sounds quite a lot like this article...
I was wondering if that approach could be applied to stencil volumes actually. Not 100% sure you can do it easily though due to the whole stencil buffer part [smile]