• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0
five1mon

How to implement pcf by hand?

3 posts in this topic

Hey
I’m currently porting a shadow system from Xbox 360 to DirectX 11. As a reference we want code with the same functionality to run on DirectX. The problem is that I can’t get the bilinear pcf interpolation to work properly. I tried many variants of the code but didn’t reach a satisfying result. This is how the code stands atm:
[CODE] float4 vFrac;

// Clamp the lookup coord so they will be in complete sync with the bilinear weights
vecFrac.xy = modf((vShadowCoord.xy) * float2(768.0f, 768.0f), vShadowCoord.xy);
vShadowCoord.xy /= float2(768.0f, 768.0f);

// Compute the bilinear weights
vecFrac.zw = float2(1.0f, 1.0f) - vecFrac.xy;
float4 vBilinearWeights = vecFrac.zxzx * vecFrac.wwyy;

float4 vSamples;

// Read the 4 neighbours
vSamples.x = shadowMap.Sample(pointSampler, offsetCoord.xy, int2( 0.0, 0.0 )).x;
vSamples.y = shadowMap.Sample(pointSampler, offsetCoord.xy, int2( 1.0, 0.0 )).x;
vSamples.z = shadowMap.Sample(pointSampler, offsetCoord.xy, int2( 0.0, 1.0 )).x;
vSamples.w = shadowMap.Sample(pointSampler, offsetCoord.xy, int2( 1.0, 1.0 )).x;

// Compute the depth comparision for each tap
vShadowCoord.z -= 0.001f;
vSamples = step(vShadowCoord.zzzz, vSamples);

// The result
float shadow = dot(vSamples, vecBilinearWeights);[/CODE]
If I can get this to work I can increase the number of taps and implement other filters as well. Hardware accelerated pcf([font=courier new,courier,monospace]SampleCmpLevelZero[/font]) works fine and I don’t think there’s any wrong with the texture resource.

Does anybody know how I can implement proper bilinear texture filtering on DirectX 11 without using [font=courier new,courier,monospace]SampleCmpLevelZero[/font]? The artefacts I experience are sharp edges where the “interpolation” seems to start sudden. As the camera moves around the penumbra flickers like the sampling was dependent on the viewing angle.


Cheers
0

Share this post


Link to post
Share on other sites
[img]http://i99.photobucket.com/albums/l303/51mon/jaggededge.jpg[/img]

This is what it looks like
0

Share this post


Link to post
Share on other sites
If I remember correctly, there's some 2x2 PCF code in the D3D9 ShadowMap sample included with the DX SDK.
0

Share this post


Link to post
Share on other sites
Hello.

I do mine like this.

[size="2"]static const float SMAP_SIZE = 2048.0f;//size of shadow texture[/size]
[size="2"]static const float SMAP_DX = 1.0f / SMAP_SIZE;[/size]

[size="2"]// Sample shadow map to get nearest depth to light.[/size]
[size="2"]float s0 = ShadowMap.Sample(ShadowSam, projTex.xy).r;[/size]
[size="2"]float s1 = ShadowMap.Sample(ShadowSam, projTex.xy + float2(SMAP_DX, 0)).r;[/size]
[size="2"]float s2 = ShadowMap.Sample(ShadowSam, projTex.xy + float2(0, SMAP_DX)).r;[/size]
[size="2"]float s3 = ShadowMap.Sample(ShadowSam, projTex.xy + float2(SMAP_DX, SMAP_DX)).r;[/size]

[size="2"]whats casting the shadow in the image if its a raised clif then you may need to filter the vertice heights a bit to smooth them out.[/size]
0

Share this post


Link to post
Share on other sites

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  
Followers 0