Sign in to follow this  

variance shadow mapping

This topic is 3199 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

hello all, I have this question about VSM. It's algorithm goes like this:
float ChebyshevUpperBound(vec2 Moments, float pixdepth, float g_MinVariance)  
{  

    float p = float(pixdepth <= Moments.x);


    float Variance = Moments.y - (Moments.x*Moments.x);
    Variance = max(Variance, g_MinVariance);


    float d = (Moments.x - pixdepth);
    float p_max = Variance / (Variance + d * d); 

    return max(p, p_max);
}

see line : float d = (Moments.x - pixdepth); this means that further the pixel is the stronger shadow I get... with this approach I get lighter shadow in areas closer to occluder and darker ones further from occluder. This is just wrong as I would like to have constant shadow. How can I achieve constant shadow area ?

Share this post


Link to post
Share on other sites

This topic is 3199 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

Sign in to follow this