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Dual Sphere-Unfolding/Omni-directional shadow maps

7 posts in this topic

I'm curious what people are using for omni-directional shadow maps these days.
I think that dual paraboloid and cube map shadows are two typical choices. I have used the latter in the past. While looking for alternatives that might perform faster with comparable quality I came across [url="http://www.cimat.mx/~alberto/Paper.pdf"]Dual Sphere-Unfolding Shadow Maps[/url], which are rendered in a single pass. Has anyone tried it? Is there a more detailed explanation of the method around? Any other methods that are worth looking into?
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Interesting.
Are you aware of additional resources related to this technique?
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Unfortunately, I am not.
This technique seems to remain unnoticed (or people consider that such artifacts are unworthy of their time [img]http://public.gamedev.net//public/style_emoticons/default/tongue.png[/img]).

There is this [url="http://www.youtube.com/watch?v=WnNOMTDmYTg"]video[/url], made by the author of Dual-Sphere Unfolding (It was my only help when implementing my demo), but nothing from the community.
If you ever find something, I would be greatly interested. Edited by PixelSmasher
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It's just simply sphere mapping. The only difference is, that they use 2 sphere maps and let the vertex shader decide on which one the vertex gets projected, based on whether the y axis is positive or negative. They say that it would be a one pass method, but I really doubt it. I don't think that a triangle that has vertices on both sides of the xz-plane wouldn't cause artifacts. You'd probably still need a geometry shader or 2 passes to render these shadow maps without artifacts. I think it's worse than dual paraboloid shadow mapping, but I'll give it a try.
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[quote name='CryZe' timestamp='1343230983' post='4962965']
It's just simply sphere mapping. The only difference is, that they use 2 sphere maps and let the vertex shader decide on which one the vertex gets projected, based on whether the y axis is positive or negative. They say that it would be a one pass method, but I really doubt it. I don't think that a triangle that has vertices on both sides of the xz-plane wouldn't cause artifacts. You'd probably still need a geometry shader or 2 passes to render these shadow maps without artifacts. I think it's worse than dual paraboloid shadow mapping, but I'll give it a try.
[/quote]
It would be nice to see your results in case you find the time and implement it.
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I would also try single pass cubemapping using the geometry shader: http://devmaster.net/forums/topic/9367-render-to-cubemap-in-a-single-pass-really-useful/

The least amount of geometry warping that I know of, and still very efficient [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img]
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[quote name='Frenetic Pony' timestamp='1343357134' post='4963488']
I would also try single pass cubemapping using the geometry shader: [url="http://devmaster.net/forums/topic/9367-render-to-cubemap-in-a-single-pass-really-useful/"]http://devmaster.net...-really-useful/[/url]

The least amount of geometry warping that I know of, and still very efficient [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img]
[/quote]
Last time I tried it, using the geometry shader for single pass cubemapping was slower on my machine than doing a pass for every cube face. Have you seen more encouraging results?
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