Quote:Original post by coderchris...
From what I understand, the conf(x,y) term basically just says that points (in eye space) that, when projected into light space, that are closer to the respective 2d point in shadow map space have a higher confidence of being the correct result (either in shadow or not). Seems to be a little bit of a hack, imo, in the case where the points aren't equal (ie, center_x!=x or center_y!=y).
The main reason I don't use pre-baked shadows is I have a sizeable world, so they wouldn't all fit in texture memory (especially when you consider all the other textures, render targets, etc). I realize I could use a mega-texturing technique or something similar, but this is just for a student/class project I'm working on, so I'd rather not spend hours baking shadows either (with some GI method or something) whenever I change one of my meshes.
Yeah, so the fact this is just a little "advanced real-time rendering" class project (we get the entire semester to make something somewhat mildly impressive), I'm not really bound by the same restrictions as a normal game (I have lots of memory, not doing too many things other than culling on the CPU, no animations to skin, etc, etc). Talking to some people it seems PSVSM is going to be a popular choice for shadows so I thought I might try to make something a little more impressive with regards to shadows in addition or added on to PSVSM.
After looking at the GH paper more, I do agree with AndyTX that it seems to be a more general solution, applicable to more problems than simply shadows.
Anyways, if I do implement this technique or anything similar, I probably won't post any demo until late December / January (when my class ends). So I'm just saying not to expect any demo soon or anything like that.