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Lord Faron

Dual parabolid shadow mapping

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Does anyone know where to find dual-paraboloid shadow mapping samples or demos (except Delphi3D demo)? I've looked everywhere and I can't find any.

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dual-paraboloid shadow mapping is not good, since it requires all geometry to be well tesselated, + even then can have slight distortions with the shadows.

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Quote:
Original post by zedzeek
dual-paraboloid shadow mapping is not good, since it requires all geometry to be well tesselated, + even then can have slight distortions with the shadows.


Do You know any other fast shadow mapping technique? I need to render shadows cast by omnidirectional point light. DPSM is the best way I found so far.

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I believe, you could go for "normal" shadowmapping with rendering a cubemap from every omni light's source

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Original post by Hydrael
I believe, you could go for "normal" shadowmapping with rendering a cubemap from every omni light's source


Isn't that a little slow? That requires 6 rendering passes.

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There's a Dual Paraboloid Mapping article on GDNet's front page. It's not specific to shadow mapping (it's about environment mapping) but it's a good description of the pros and cons of the technique and the math behind it. It even includes source and although it's in Direct3D/HLSL it should help you out.

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Quote:
Original post by Lord Faron
Quote:
Original post by Hydrael
I believe, you could go for "normal" shadowmapping with rendering a cubemap from every omni light's source


Isn't that a little slow? That requires 6 rendering passes.


Oh, sorry there. I assumed you wanted static shadowmapping. Then, you could have precalculated the cubemaps and just use them the way they are while runtime.
For realtime shadows cubemaps will probably be way too slow, yes.

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