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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
0 votes
0 answers
14 views

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 ...
quad's user avatar
  • 1
0 votes
1 answer
47 views

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 ...
CodeForFun's user avatar
2 votes
1 answer
63 views

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 ...
Szymon Gołąb's user avatar
0 votes
0 answers
74 views

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 ...
Shahashahaha's user avatar
0 votes
1 answer
58 views

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 ...
abirdlikefish's user avatar
1 vote
1 answer
124 views

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 ...
vK 3 1 RON's user avatar
0 votes
1 answer
149 views

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 ...
Charlie.Q's user avatar
0 votes
1 answer
171 views

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 ...
CarolGolang's user avatar
4 votes
1 answer
221 views

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 ...
Mario's user avatar
  • 99
-4 votes
1 answer
321 views

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; ...
user avatar
0 votes
1 answer
387 views

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 ...
YX L's user avatar
  • 55
1 vote
0 answers
275 views

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 ...
DFined's user avatar
  • 71
1 vote
1 answer
320 views

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 ...
AudioGuy's user avatar
  • 433
0 votes
1 answer
320 views

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(...
Shark_Bladder's user avatar
0 votes
2 answers
686 views

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 ...
Shark_Bladder's user avatar

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