• Content count

  • Joined

  • Last visited

Community Reputation

781 Good

About Seabolt

  • Rank
  1. Yeah I'm not sure either, it seems like any transformation of the view or projection matrices would only cause the shadow map generation to be wrong. Sorry I wish I could be more help.
  2. Ah I see... It looks like they are making arbitrary splits based on the view frustums forward axis, fitting to those bounding boxes, and then rendering with an imperfect light frustum? That is interesting, if not artifact prone...
  3. I agree with a lot of the posts here, but I have a few wrinkles I'd throw in. First off, inheritance, (or how ever you decide to implement your interface), is great for the low-level graphics SDK abstraction. Then I would design what information an entry in the scene needs, like the material it will need to use, and which shader it should use in either scenario. Then I would design my structure for how to store the list of entries in the scene. Then I would design two renderers that take in that list of scenes and implements the logic for rendering that list
  4. I'm not sure what you mean by not rotating with the horizontal angle, the light's frustum should only try to bind to the view frustum. If you're wasting space, you should be reducing your clipping planes, binding either on a ground plane or a maximum height. This is the seminal tutorial for cascaded shadow maps, and their solution is the generate an AABB of the scene and then bind to that. Also the shimmering artifact is real and is a huge distraction, but can be solved by not moving the light frustum by more than one shadow map texel.
  5. Why use texture splatting?

    My previous uses with texture splatting, that was the base diffuse textures. Every visible piece was a culmination of several detail maps combined via the texture splats.
  6. Why use texture splatting?

    For 1024's, yes, but most detail textures are like 32x32 or 64x64.
  7. for amber waves of grain

    Could you extend the wind emitter into a wind generator system? I mean you have to model the wind external from the shader in order to keep the vegetation in sync, what if you did something as simple as generating a series of spheres that modeled where the wind is coming from and apply the wind force from the nearest sphere to the vegetation. You then could control the expansion rate/direction of the wind spheres to get that gusting behavior.  Just spit balling here, the problem interests me.
  8. Tips for reading mathematic formulae?

    Wow, really guys, thanks for all the additional resources! I'll be sure to take them all in. I went to a college here in America called Full Sail; they didn't teach much math. I had one month of calculus where I only remember that the inverse of an integral is a derivative, and one month of Linear Algebra where I got to the point where we could do cross products and such. So I'm pretty far behind the curve. Everything that I've done in my career has been me just learning shit as I go along.    I'll look into those books when I get done with my linear algebra book, thanks!
  9. Tips for reading mathematic formulae?

    That makes sense. My issues currently are with my reasoning abilities. I have a hell of a time trying to tie together concepts that I've learned to new techniques. That clicking point takes me longer than most people.
  10. Tips for reading mathematic formulae?

      Ah that makes more sense.  And thanks Irlan! That is really helpful. I'll likely be harassing this forum plenty as I bang my head against this wall called "Math"
  11. Tips for reading mathematic formulae?

    I think I understand what you're saying, though I can't say I understand the importance of the formal definition, (though I don't doubt it's significance, only my understanding of it).  I don't understand why x, y, and z are from different "sets" when they are all apart of the same set of numbers; real numbers. Unless there is some arbitrary distinction saying that x, y, and z belong to the set of possible real numbers along each of those axis, which I guess makes sense, but makes the term "set" a bit ambiguous and hard to follow.
  12. Tips for reading mathematic formulae?

    Holy hell... that's really helpful. I feel dumb for not thinking to just search for this.
  13. Tips for reading mathematic formulae?

    This book doesn't, no. At least not at the front of the book, though I haven't checked the indices... I didn't even think about it. And I learned about the set of Real Numbers, and I think the exponent refers to the dimensions.  Previously I just wrote my formulae as code, but that is getting to be less and less helpful moving forward as the terms become more and more esoteric. 
  14. Hey guys, I'm a graphics programmer by trade that has been able to stumble his way through the math necessary to get the job done. But I want to take my understanding to the next level. Currently I'm reading Introduction to Linear Algebra, 4th Edition by Gilbert Strang. So far it has been really awesome to learn these other less concrete uses of vectors/matrices! But a huge stumbling block for me is understanding a lot of the notation used, and searching for terms based on "that R looking thing with the extra line" isn't very helpful at times.  I've not really taken Calculus or Linear Algebra at a high level, just did some quick "classes" (like a month long) in college. Do you guys have any tips for understanding the notation better?
  15. Same point in another coordinate system

    I think your terms might be a little mixed up, what you're describing are different "spaces" inside the same coordinate system. The point P is likely in "World Space" and you want to generate a matrix that transforms from "World Space" into "Light Space"  Understanding the differences between these spaces and how to transform between them is a huge task, but the general idea is to create a matrix where it's basis axes correspond to what you're trying do, using the lights direction as the forward axes, creating a "Look-At" matrix at point P.  I would recommend you read this as a start: