9 replies to this topic

Posted 19 September 2012 - 03:52 AM

Hello

I have a problem of self-shadowing that I can't solve by changing the depth bias :

I use (colored) cascaded shadow maps, each map has its own (constant) depth bias.

I wonder if there's a way to use partial derivatives (ddx ddy) to adjust the depth bias for each pixel ?

Thank you for any suggestion, or your help

Nico

I have a problem of self-shadowing that I can't solve by changing the depth bias :

I use (colored) cascaded shadow maps, each map has its own (constant) depth bias.

I wonder if there's a way to use partial derivatives (ddx ddy) to adjust the depth bias for each pixel ?

Thank you for any suggestion, or your help

Nico

Posted 19 September 2012 - 04:26 AM

Use an adaptive depth bias that depends on the normal compared to the light. It is explained in the www.opengl-tutorial.org.

In principle, you set a bias to (as copied from this tutorial):

0.005*tan(acos(cosTheta)), where cosTheta is the clamped dot product with the normal.

I do something similar, but found that the equation can be simplified and still get a similar effect. I don't have the source available now, but I think I use something like 0.005/cosTheta (which check for 0 vaues).

In principle, you set a bias to (as copied from this tutorial):

0.005*tan(acos(cosTheta)), where cosTheta is the clamped dot product with the normal.

I do something similar, but found that the equation can be simplified and still get a similar effect. I don't have the source available now, but I think I use something like 0.005/cosTheta (which check for 0 vaues).

Posted 19 September 2012 - 04:40 AM

Thank you very much it seems to be exactly what I need !

Posted 19 September 2012 - 05:17 AM

POPULAR

It's faster if implemented this way though:

and are expensive instructions, that's why you should avoid them as often as possible.

and are expensive instructions, that's why you should avoid them as often as possible.

**Edited by CryZe, 19 September 2012 - 05:26 AM.**

Posted 20 September 2012 - 05:53 AM

Thanks, it solved the problem

If you want to have a look on my HLSL colored csm sampling functions that use it :

PS :

g_CSM_depths[split].x is the minimal depth of the #split map, g_CSM_depths[split+1].x is the maximal depth of the #split map.

g_CSM_depths[split].y is the depth bias of the #split map

Any suggestion or improvement is welcome

If you want to have a look on my HLSL colored csm sampling functions that use it :

#define CSM_MAXSPLITS 8 SamplerState shadowMapSampler { Filter = MIN_MAG_MIP_POINT; AddressU = BORDER; AddressV = BORDER; BorderCOLOR = float4(1.0f,1.0f,1.0f,1.0f); }; bool getSplitUV(in float posProjZ,in float3 posWorld,out uint split,out float2 uv,out float posLightZ) { split=1; uv=0; posLightZ=0; [unroll (CSM_MAXSPLITS)] for (;split<=g_CSM_nbSplits;split++) if (posProjZ<g_CSM_depths[split].x) break; split--; if (split==g_CSM_nbSplits) return false; float4 posLight=mul(float4(posWorld,1.0f),g_CSM_VP[split]); posLight/=posLight.w; posLightZ=posLight.z; uv=(posLight.xy)*float2(0.5f,-0.5f)+0.5f; return true; } float3 sampleColorCSM(in float posProjZ,in float3 posWorld,in float3 normalWorld) { uint split; float2 uv; float posLightZ,factor; if (getSplitUV(posProjZ,posWorld,split,uv,posLightZ)) { factor=saturate(dot(normalWorld,g_vDirectionalLightDirection)); factor=saturate(sqrt(1.0f-factor*factor)/factor)*g_CSM_depths[split].y; factor=(g_CSMMaps.Sample(shadowMapSampler,float3(uv,split)).x+factor<posLightZ) ? 0.0f : 1.0f; } else factor=1.0f; return factor*g_ColorCSMMaps.Sample(shadowMapSampler,float3(uv,split)).xyz; }

PS :

g_CSM_depths[split].x is the minimal depth of the #split map, g_CSM_depths[split+1].x is the maximal depth of the #split map.

g_CSM_depths[split].y is the depth bias of the #split map

Any suggestion or improvement is welcome

**Edited by Tournicoti, 20 September 2012 - 06:01 AM.**

Posted 20 September 2012 - 09:23 PM

Thanks, it solved the problem

If you want to have a look on my HLSL colored csm sampling functions that use it :

....

PS :

g_CSM_depths[split].x is the minimal depth of the #split map, g_CSM_depths[split+1].x is the maximal depth of the #split map.

g_CSM_depths[split].y is the depth bias of the #split map

Any suggestion or improvement is welcome

Instead of using if statements while looping through split indices get the correct split index by adding up conditional statements for all the split tests. This does away with the need for branching.

For instance, here is what I use for my single-pass CSM function:

cascadeDistances[NUM_CASCADES]; // In the pixel shader splitIndex = 0; for (int i = 0; i < NUM_CASCADES; i++) splitIndex += (linearZ > cascadeDistances[i]); // Get shadow map position projected in light view float4 shadowMapPos = mul(position, lightViewProj[splitIndex]);

Here, linear Z depth is a value between the near and far world unit distances of the

SplitIndex will always be less than the number of cascades, because cascadeDistances[n] is the farthest depth in the view, which linearZ will always be less than.

**Edited by CC Ricers, 20 September 2012 - 09:24 PM.**

New game in progress: Project SeedWorld

My development blog: Electronic Meteor

Posted 20 September 2012 - 10:24 PM

Instead of using if statements while looping through split indices get the correct split index by adding up conditional statements for all the split tests. This does away with the need for branching.

...

thanks

So here's my last version [EDITED] :

#define CSM_MAXSPLITS 8 SamplerState shadowMapSampler { Filter = MIN_MAG_MIP_POINT; AddressU = BORDER; AddressV = BORDER; BorderCOLOR = float4(1.0f,1.0f,1.0f,1.0f); }; float3 sampleColorCSM(in float posProjZ,in float3 posWorld,in float3 normalWorld) { float3 uv; float bias; uint split=0; float4 posLight; if (posProjZ<g_CSM_depths[0].x || posProjZ>g_CSM_depths[g_CSM_nbSplits].x) return float3(1.0,1.0f,1.0f); [unroll (CSM_MAXSPLITS)] for (uint i=1;i<=g_CSM_nbSplits;i++) split+=posProjZ>g_CSM_depths[i].x; posLight=mul(float4(posWorld,1.0f),g_CSM_VP[split]); posLight/=posLight.w; bias=dot(normalWorld,-g_vDirectionalLightDirection); bias=clamp(g_CSM_depths[split].y*sqrt(1.0f-bias*bias)/bias,g_CSM_depths[split].y,g_CSM_depths[split].z); uv=float3(posLight.xy*float2(0.5f,-0.5f)+0.5f,split); return (g_CSMMaps.Sample(shadowMapSampler,uv).x+bias>posLight.z)*g_ColorCSMMaps.Sample(shadowMapSampler,uv).xyz; } float sampleCSM(in float posProjZ,in float3 posWorld,in float3 normalWorld) { float3 uv; float bias; uint split=0; float4 posLight; if (posProjZ<g_CSM_depths[0].x || posProjZ>g_CSM_depths[g_CSM_nbSplits].x) return 1.0f; [unroll (CSM_MAXSPLITS)] for (uint i=1;i<=g_CSM_nbSplits;i++) split+=posProjZ>g_CSM_depths[i].x; posLight=mul(float4(posWorld,1.0f),g_CSM_VP[split]); posLight/=posLight.w; bias=dot(normalWorld,-g_vDirectionalLightDirection); bias=clamp(g_CSM_depths[split].y*sqrt(1.0f-bias*bias)/bias,g_CSM_depths[split].y,g_CSM_depths[split].z); uv=float3(posLight.xy*float2(0.5f,-0.5f)+0.5f,split); return g_CSMMaps.Sample(shadowMapSampler,uv).x+bias>posLight.z; }

g_CSM_depths[split].x is the minimal depth of the #split map, g_CSM_depths[split+1].x is the maximal depth of the #split map.

g_CSM_depths[split].y is the minimal depth bias of the #split map

g_CSM_depths[split].z is the maximal depth bias of the #split map

**Edited by Tournicoti, 24 September 2012 - 07:23 AM.**

Posted 21 September 2012 - 11:36 AM

Well the way I see it, you should always be sampling from a shadow map because as long as you transform your view-projection matrices correctly, all visible pixels will be overlapped with it.

The*splitIndex* is determined by the distance of the pixel in the depth map, which then is used to choose what cascade to sample from and what transformation matrix to use for the cascade. No if statements needed for that, just begin with *splitIndex* at 0 and increase it (if necessary) through comparison statements.

The

New game in progress: Project SeedWorld

My development blog: Electronic Meteor

Posted 21 September 2012 - 02:11 PM

Thanks for your help

I think that's what I've done in getSplitUV() ?

Except I start with index #1 because index #0 is the*near* depth of the first split.

(btw theses depthes are expressed in clip space)

Yes, I always sample the shadow map when possible :

.... but it is also possible that a visible pixel is out of the shadow map, if its depth is greater than the maximal depth of the last split. In this case, the pixel is fully lighted ( color filter (1,1,1) )

My point is that sampling the color map can be avoided if shadowed, because the returned color filter is always (0,0,0)

The

splitIndexis determined by the distance of the pixel in the depth map, which then is used to choose what cascade to sample from and what transformation matrix to use for the cascade. No if statements needed for that, just begin withsplitIndexat 0 and increase it (if necessary) through comparison statements.

I think that's what I've done in getSplitUV() ?

Except I start with index #1 because index #0 is the

(btw theses depthes are expressed in clip space)

Well the way I see it, you should always be sampling from a shadow map because as long as you transform your view-projection matrices correctly, all visible pixels will be overlapped with it.

Yes, I always sample the shadow map when possible :

factor=(g_CSMMaps.Sample(shadowMapSampler,float3(uv,split)).x+factor<posLightZ) ? 0.0f : 1.0f;

.... but it is also possible that a visible pixel is out of the shadow map, if its depth is greater than the maximal depth of the last split. In this case, the pixel is fully lighted ( color filter (1,1,1) )

My point is that sampling the color map can be avoided if shadowed, because the returned color filter is always (0,0,0)

**Edited by Tournicoti, 22 September 2012 - 07:59 AM.**

Posted 22 September 2012 - 07:39 AM

Maybe should I be more specific about how it works ?

There are 2 maps of the same dimensions :

*The point is shadowed (depth test) ?*

NB :

Since this shadow map stores the depth and the color filter of a light ray reaching an*opaque geometry*, it can be used on *opaque geometry only.*

I still use standard shadow mapping on transparent geometry, just taking into account the depth data of this shadow map.

Thank you so much for the help I got

There are 2 maps of the same dimensions :

- a depth map, like in standard shadow mapping
- a color map, that stores the filtering colors

- the color map is filled with (1,1,1)
- the opaque geometry is rendered on the depth map only
- the transparent geometry is alpha-blended on the color map, reading the depth map.

- Yes, return (0,0,0)
- No, sampling of the color map.

NB :

Since this shadow map stores the depth and the color filter of a light ray reaching an

I still use standard shadow mapping on transparent geometry, just taking into account the depth data of this shadow map.

Thank you so much for the help I got

**Edited by Tournicoti, 23 September 2012 - 01:35 PM.**