I would like to share the solution I found to resolve my issue.
First of all, I noticed this light bleeding was only visible when shadows cast by aircrafts and by buildings/trees meet. There is no visible artifact when shadows cast by buildings meet together. This is because the difference between aircrafts Z and buildings Z is high, so when blurred, the artifacts get worse.
This is because aircrafts are quite high in the sky. Then I re-red the part of the article that concerns light bleeding, and this time, tried to understand the math (a little bit ;). The article says that the light bleeding issue is proportional with Δa/Δb (figure 8-7).
And this is exactly what happens in my case ! Well done Sherlock (hmm, actually everything was written in the article, so it wasn't a big victory ;)
Anyway, the only solution I can see to decrease the light bleeding is to reduce the Zlight difference between the aircrafts and the buildings/ground.
In my case, aircrafts casting their shadow on the ground are often out of frustum (not visible in main view). This is why I get a high Zlight range.
I came up with a solution that involves Zlight value remapping, as shown on the drawing below:
it seems that I can now use a reasonable light bleeding reduction amount (0.3) in order to solve all the problems.
Maybe this will help somebody.
Anyway, thanks to everybody for your help. And I would be happy to get any feedback/suggestion !
issue with PSVSM
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