Jump to content
  • Advertisement
Sign in to follow this  
ill

Colored Stochastic Shadowmaps?

This topic is 1873 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

I stumbled upon this paper: http://graphics.cs.williams.edu/papers/CSSM/

 

Here's the video: 

 

It looks pretty amazing.

 

Has anyone else tried something like this?  I'm thinking of trying it out in my engine, but if anyone knows that it creates some pretty bad looking artifacts I would probably avoid it.

Share this post


Link to post
Share on other sites
Advertisement

I don't think it looks that good to be honest because it is not close enough to how real caustics behave. I would probably prefer ordinary shadow maps instead.

 

Edit: I'm referring to the video. Some of the examples in the paper look a bit more convincing.

Edited by Chris_F

Share this post


Link to post
Share on other sites

I just noticed at about :15 seconds in the shadows inside the little tube things didn't look too good.  I think the purple shadows from the purple pipes and blueish shadow from the fence look really nice, although I'm really confused how that red shadow in the beginning is cast by that purple tank.

Edited by ill

Share this post


Link to post
Share on other sites

I remember seeing this a few years ago and dismissing it as being too expensive (2-4x memory use, and larger filters required)... but my current project has a lot of layers of translucency, and GPUs can now deal with the bandwidth requirements for this... so I might give it a go and see how it looks cool.png

 


I don't think it looks that good to be honest because it is not close enough to how real caustics behave.
It doesn't model caustics at all, so anything that looks like caustics is just an artefact of the filtering ohmy.png

Ordinary shadow maps are an apples-and-oranges comparison, because they don't support translucency at all.

Share this post


Link to post
Share on other sites

I remember seeing this a few years ago and dismissing it as being too expensive (2-4x memory use, and larger filters required)... but my current project has a lot of layers of translucency, and GPUs can now deal with the bandwidth requirements for this... so I might give it a go and see how it looks cool.png

 

 

 


I don't think it looks that good to be honest because it is not close enough to how real caustics behave.
It doesn't model caustics at all, so anything that looks like caustics is just an artefact of the filtering ohmy.png

Ordinary shadow maps are an apples-and-oranges comparison, because they don't support translucency at all.

 

Well, it is caustics (light passing through a transparent substance) without taking refraction into account. For paper thin objects it would be a close approximation, but for those giant colored tubes it fails completely and is IMO more distracting than an ordinary shadow.

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!