Advertisement Jump to content
Sign in to follow this  

Problem about VSM shadowmap filtering for point-light

This topic is 665 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

Hi everyone. Recently I have tried to implement the variance shadow map for point-lights with cube-map. But I found a big problem about this.

The attached screenshot shows what I’ve got. I used some cos-power lobe fitering for the moments cube-map (Yeah I know it is slow and maybe I could use some Edge-Tap-Smoothing tricks to improve this). But there always have some white halo around the depth discontinuities…

Is there anybody know how to improve this? There is very little info on VSM filtering for point-lights on web… And I’m wondering if I should use some bilateral filtering tricks to get rid of these halos.... Any suggestion would be appreciated. Thanks!

Edited by neoragex2002

Share this post

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

  • Advertisement

Important Information

By using, you agree to our community Guidelines, Terms of Use, and Privacy Policy. is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!