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  1. Dirk and Randy, thank you for the information, I think that's enough to get me started.
  2. Thanks Dirk, that's really helpful. do you know where I can find more information on this topic, especially discussion about stability? books or websites?
  3. Thank you for the reply. I work in 3d, I'm not sure how to generate more than one contact point, maybe using some convex shape clipping algorithm? But as far as what I searched on the internet, it seems finding the deepest penetrating point is enough. maybe I miss something. Yes, I've already added the tolerance Thanks for the suggestion. I actually followed Erin's 09 GDC talk, I will download that and try to find out what I did wrong.   one more question. If I do contact caching, how would I use the cached contact points? find the average of them? 
  4. Hi, I'm trying to implement my own physics simulation, but get stuck on jittering problem even if I only put one box on the infinite plane. I use sequential impulse to solve contact constraint, and I also add some penetration slop.   after some debugging I found out that when the box is resting on the infinite plane the collision point isn't exactly the center of the contact surface of the box, about 1e-8 error grade off the center.  And that is generating some rotation impulse which I think is the problem (if I comment out the application of rotation impulse, the box would rest still). How can I solve this? I don't think I can further improve collision point accuracy it's the numerical limit of floating point. and I haven't implemented contact caching.    Thanks in advance.
  5.   sorry, I'm not sure if I get what you mean? so you are suggesting using normalized distance? divide d by (light_far - light_near), like this? thanks.
  6. thanks for the reply. Yes, I rendered the ground plane into the shadow map. I tried not, but the artifact I mentioned became worse. Yes, I clamped the variance to 0.002. But I think it doesn't matter, because p_max = variance / (variance + d * d).     But the reason for the light bleeding is different, right? and it was mentioned in the paper. That's why I think I probably did something wrong.  thank you for the resource mentioned, I will try to implement that and compare the results.
  7. I've implemented the variance shadow map, but still got a problem that is the shadow fades when it approaches the occluder. The same issue was posted here   It seems like it's the weakness of the algorithm because p_max ( = variance / [variance + d * d]) would inevitably go to 1 when d becomes smaller. But I don't see the same problem in the authors' paper or demo, neither did they mention it. I guess I probably did something wrong. Do you have the same issue? how do you address it? Thanks.
  8. Sorry, it was a bug in my code. How can I delete the thread?   Hi, I'm trying to implement Variance Shadow Mapping, but get very small variance and Chebychev's upper bound, which results in sharp shadow edges. And I've turned on OpenGL texture linear filtering. Could anyone help out on this? Thanks.   #version 400 layout(location = 0) out vec2 moments; void main() {       float depth = gl_FragCoord.z/*  * 0.5 + 0.5 */;       float moment1 = depth;       float moment2 = depth * depth;       moments = vec2(moment1, moment2); } float chebyshevUpperBound(vec3 shadowPos) { vec2 moments = texture(shadowMap[0], shadowPos.xy).rg; float bias = 0.000028; if (shadowPos.z - bias <= moments[0]) return 1.0 ; float variance = moments.y - (moments.x * moments.x); variance = max(variance, 0.00002); float d = v2fShadowPos.z - moments.x; // this value is really small !!!! float p_max = variance / (variance + d * d); return p_max; }
  9. Thank you Buckeye I wrote gl_FragCoord.z to texture and it ranges for 0 to 1.
  10. Thank you guys, I think I got it. Front face culling would fail shadow map generation for flat objects with no thickness. anyone know answers of my second question?
  11. I'm trying to implement Variance Shadow Mapping. As I searched around I found many sites mentioned that frontface culling could reduce self-shadowing artifacts, but I failed to generate shadow map whenever I turned on frontface culling, and I think it's reasonable, because all the front facing triangle would be culled out. I mean let's imagine your eyes are camera and there's a counter-clock winding(front facing) triangle in front of you, then you do a frontface culling and throw the triangle away, now how could you get the depth of the back face of that triangle? Could someone explain this to me?   another question is: when I render depth to texture, OpenGL would convert x and y from normal device coordinate to texture coordinate(from [-1, 1] to [0, 1]), does the same goes to z axis?
  12. Sorry, I made a mistake in calculating the angular velocity. Fixed.   Hi, I'm making my own physics engine. The problem I now came across is that when I position the box on its edge on the plane at the beginning of the simulation, then it rotates really slowly to the resting position(lying on one face on the plane). I think this is expected, because the penetration between the box and the plane is really small, the torque impulse generated by "sequential impulse" method is also really small, hence slow rotation. But how do I deal with this problem?   Thanks in advance.
  13. I'm wondering how those MMO(like world of warcarft) games render unicode characters(Chinese). Typically, those games have a message system where you can type any word and display it. They can also show big chunk of words for "task description", "weapon description" and etc.    I used bitmap texture to render English characters in my engine, but bitmap texture for Chinese would be a memory eating monster considering there are roughly 10k of them. What technique do those games usually use to render unicode characters? 
  14.   thanks for the reply. using shared_ptr might be a good option for me.
  15. Thanks for the reply. I haven't seriously thought about the use case, I just thought it would be convenient. But yes, I probably won't needs this kind of feature.