Questions tagged [shadow-mapping]
Technique used to produce shadows in a 3D scene, by drawing objects to a texture or textures, and then mapping them onto a scene.
shadow-mapping
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Is shadow always small in variance shadow mapping?
I have a question of variance shadow mapping I made in my program whether that is well-made or not.
Suppose scene is like below image, because of directional light, region below of cube 1 in cube 2 ...
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Using Depth FBO for shadow map causes weird behaviour
I am using Silk.Net for OpenGL interfacing, loading .obj files for model and material data.
Everything works as I would want it, and tried to add Shadow Mapping to the whole thing (following ...
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Three js - Different shadow maps for different lights
I have a three js scene with two lights. I want light A to use PCFShadowMap and light B to use BasicShadowMap. How to achieve that?
My main concern is performance. I am looking for a way to cast ...
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Is my method practicable to remove shadow acne in dynamic light's rendering?
So I’m currently learning things about shadows , e.g. CSM and shadow bias . Although it seems UE5 had already fixed the shadow acne issue to a certain extent , and it’s able to avoid it completely by ...
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how to get upvector of lookAt function when implement shadow mapping of point light
i am learning to implement point shadow using depth cubemap following learnopengl.com. in learnopengl it uses one perspective matrix and six view matrices to do light space transform.its six view ...
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Shadow Mapping - Space Transformations are going bad
I am currently studying shadow mapping, and my biggest issue right now is the transformations between spaces. This is my current working theory/steps.
Pass 1:
Get depth of pixel from camera, store in ...
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Logic of Deferred Rendering combined with other Shading techniques
I'm trying to create a program in DirectX-11 that implements several techniques, namely Deferred rendering, Phong Tessellation and Shadow mapping. I have had no problem making phong tessellation and ...
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Can anyone tell me how the code move the light in texel-size increment and solve shadow map shimmering
Today when I read the part of Moving the Light in Texel-Sized Increments in the msdn document Common Techniques to Improve Shadow Depth Maps to try to solve the problem of shadow map shimmering, I ...
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Legacy OpenGL: What's wrong with my shadow mapping code? [closed]
I'm trying to implement shadow mapping in legacy OpenGL (yes, I know it's deprecated but however), but it's not working right. Almost everything is black (see picture, in the lower left I added a view ...
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Simply generating a cubemap leads to a black screen
Here is a a minimal example causing GL to render a black screen:
// ... all the usual GL init code etc. & GLAM includes
const int SHADOW_SIZE = 1024;
const int SWIDTH = 1200, SHEIGHT = 900;
...
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openGL shadow mapping but everything is black
I first made a scene with no shadowing and tested it with good results, then I was trying to make shadows for my scene, which resulted in every object being black. However, my remaining features ...
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How to fix shadow mapping problems - resolution, shadow swimming, sawtooth (OpenGL)
Im experimenting with rendering by trying to make a minecraft-like voxel engine. I want nice visuals, so I implemented basic shadow mapping. On a basic level it works, I do have shadows, and I have ...
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Finding the light ray that goes from light world position through the shadow map texel
I want to move from basic shadow mapping on to adaptive biased shadow mapping.
I found a paper which describes how to do it, but I am not sure how to achieve a certain step in the process:
The idea ...
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why this shader variable doesn't change?(dx12, hlsl)
I'm working with dx12 and hlsl, and this specific root constant seems doesn't change or doesn't work for index.
this is hlsl code
#include "LightUtil.hlsli"
cbuffer cbCameraInfo : register(...
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Shadow Mapping (DirectX12) : Shadow map does not render properly
Sorry for auto translation.
The part that's stuck right now is shadow mapping.
The position of the player is exactly 2000, 0, 2000; there is a light source that is the origin of the shadow mapping ...