Deferred shading screenspace to worldspace by ray

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12 comments, last by B_old 14 years, 11 months ago
VSM 8xAnisotropic Forward vs. Deferred Artifact
On the left you can see the shadow applied with the forward approach and on the right with the deferred approach. Both times the shadowmap was filtered with 8xAnisotropic. If I use triliniear filtering I can't see a difference between the two.

[Edited by - B_old on May 8, 2009 3:20:16 AM]
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Half pixel offset problem? (Not sure if DX10 resolves the problem)
you probably use MSAA and those are MSAA artefacts. If you think about how MSAA works this is an expected result ... hard to fix but you know that your forward shadow approach works, so that should give you a hint on how to solve it.
Quote:Original post by wolf
you probably use MSAA and those are MSAA artefacts. If you think about how MSAA works this is an expected result ... hard to fix but you know that your forward shadow approach works, so that should give you a hint on how to solve it.

Hum, I don't use MSAA on those as far as I am aware of. Those artifacts only show up when I render deferred and use Anisotropic filtering on the shadowmap. I am sure that's hinting at something but I'm afraid its over my head. Just wanted to check whether I was making some obvious mistake.

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