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Batzer

Filtering Cubemaps

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Hey guys,

 

I'm currently trying to implement Variance Shadow Maps and I just can't figure out how to filter the cubemaps for the omnidirectional lights. For the spotlights I just apply a gaussian blur, but I can' find a way to do this with cubemaps. How do other games tend to solve this problem?

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Thank you for your answer!

But wouldn't this approche have potential artifacts at the edges of each face? I mean when a shadow is spread across two faces, shouldn't the blur take some texels from both faces?

Edited by Batzer
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Yes, you will potentially get artifacts along the seams of the cube map if you blur them the way cgrant suggests. I think a lot of games solve this problem by just not having shadowmap support for point lights (or if they do, they might use dual paraboloid mapping or something to minimize both the number of seams that have to be hidden and the memory footprint of the shadowmap).

 

If you really want to use cube maps and filter them correctly you'll have to filter one face at a time, and for each texel you will have to reconstruct the normal that corresponds to that texel, then perform the gaussian blur by sampling the cubemap in the neighborhood around that normal on the unit sphere.

Edited by Samith
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