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gboxentertainment

Jittered Soft Shadows

3 posts in this topic

Regarding the first issue, do you know what the cause is? Is it taking samples that are 'inside' some solid geo?
When you render you depth maps, do you draw back or front faces.

Regarding the second issue, this should definitely be fixable. "Bilateral blurring" is very common for smoothing out noisy shadow data. IIRC I've done this in the past by measuring the difference in screen depth between the central sample and the each blur sample, then weighting the samples by 1/depth_diff.
How do you implement the 'edge detection'?
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Thanks for the reply.

Actually, I managed to solve the second problem by using a laplacian filter to get the edges in screen-space (based on a different value assigned to each object in model space):

 

[attachment=17708:giboxshadows3-1.jpg][attachment=17709:giboxshadows3-2.jpg]

 

Then I apply a gaussian blur in screen-space to only the values in the edge texture that are zero, so edges of objects do not get blurred:

 

[attachment=17710:giboxshadows3-3.jpg][attachment=17711:giboxshadows3-4.jpg]

 

However, I've still got the first problem, which can't seemed to be resolved with a simple edge method.

 

 

Regarding the first issue, do you know what the cause is? Is it taking samples that are 'inside' some solid geo?
When you render you depth maps, do you draw back or front faces.

 

 

I cull the front faces - not doing this resolves the leaking problem but then leads to overshadowing in the wrong areas:

 

[attachment=17712:giboxshadows4.jpg]

 

The cause must be something to do with the jittering, but im not sure why it causes light leaking only when objects intersect.

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Okay, so I've figured out that the light leaking when objects intersect is because when I cull the front faces when rendering the depth map, the intersecting face no longer becomes visible when it intersects - thus leading to that part not being occluded.

 

 

If I don't cull the front faces, shadow acne occurs. For a non-jittered shadowmap, adding a depth bias eliminates it, but it doesn't work well for a jittered shadow.

Edited by gboxentertainment
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