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Some recent topics started on our forums |
Omnidirectional Variance Shadow Mapping
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Hi,
Over the past weeks, I had been implementing Variance Shadow Maps (VSM) for omnidirectional light sources using cube maps, which is a new soft-shadowing algorithm first introduced at I3D 2006 (the paper is available online here, and the d... |
Posted April 27, 2006 7:27:13 PM
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Skeletal Animation Using Half-Life 2 MDL (SMD)
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Over the past few weeks, I have attempted to implement Skeletal Animation using the Half-Life 2 MDL (converted to SMD) file format, but I am suffering from some buggy behaviors.
As you can see in the screenshots above, at this point right... |
Posted January 28, 2006 3:01:05 AM
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Half-Life 2 mdl model format
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Hi,
Currently, I am doing research on the Half-Life 2 mdl model format but I am a little bit frustrated because the file format is not text-based thus it's quite difficult to read/load form files and there are very few information about the f... |
Posted December 23, 2005 10:12:09 AM
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Some recent replies made on our forums |
Reducing Aliasing with Point Source Shadow Mapping
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Quote:Original post by zoret
ok so how did you implement the gaussian blur of your cube render target ?
with a VSDCT it's rather simple but without I really don't know how to do that !? :)
Uh, I don't apply Gaussian blur filter to the cube shadow... |
Posted October 29, 2006 6:36:54 AM
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Reducing Aliasing with Point Source Shadow Mapping
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Quote:Original post by zoret
do you use a VSDCT or a classic cube render target ?
Nope, I don't use the VSDCT in the demo (actually I optimized nothing for the cubic shadow buffer rendering).
But I recently implemented a portal system and view f... |
Posted October 28, 2006 7:00:13 AM
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Reducing Aliasing with Point Source Shadow Mapping
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Several months ago, I once implemented the omnidirectional VSM using cube maps that wolf mentioned.
Omnidirectional Variance Shadow Mapping - Flexion Engine
http://www.quakewars.jp/slang/ovsm.htm
Hope it helps (see the folder "data\shader... |
Posted October 26, 2006 4:51:03 PM
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Omnidirectional Variance Shadow Mapping
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Quote:Original post by Enrico
There are no shadows with this new version on my ATI card with VSM. PCF and no filtering works...
Uh-oh. I decided to restore the demo to the previous Version 0.94 until I solve that issue. Thanks for your feedbac... |
Posted May 1, 2006 1:02:08 PM
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Omnidirectional Variance Shadow Mapping
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Quote:Original post by AndyTX
Just a note, on ATI you can use GL_RGBA16 (16-bit fixed point) to get better results than fp16 actually, and it filters on ATI. Two paths seems to be the only good route currently, but that's simply due t... |
Posted April 30, 2006 8:56:02 PM
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Omnidirectional Variance Shadow Mapping
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Quote:Original post by Jimfing
I think you have a problem with your normal mapping though. It's especially evident on the blue floor tiles. In some cases it looks like the tiles are going 'in' when they are supposed to be coming 'out' - if th... |
Posted April 29, 2006 8:35:34 AM
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Omnidirectional Variance Shadow Mapping
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Sorry again and again, but finally Version 0.95 runs on ATI VPUs! Thanks so much for all of your feedbacks!
Best regards, |
Posted April 29, 2006 5:18:23 AM
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Omnidirectional Variance Shadow Mapping
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@ gulgi:
Thanks so much for your information. I've just updated the demo to Version 0.94 (I guess the camera pinning issue in the window mode is still unsolved, though).
I think it should work on ATI's now. Please try it out, people who us... |
Posted April 29, 2006 3:32:47 AM
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Omnidirectional Variance Shadow Mapping
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Quote:Original post by NickGravelyn
I get an error about this extension not being supported GL_EXT_framebuffer_object.
Quote:Original post by Bob Janova
Very nice. Unfortunately I don't have EXT_FRAMEBUFFER either so I can't play :(.
ATI Catalyst... |
Posted April 28, 2006 8:36:10 AM
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Omnidirectional Variance Shadow Mapping
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@ DirectXFreak, paic, Tessellator:
Thanks for your feedbacks. But honestly I have no idea regarding the camera problem... Sorry about that. (As spartanx thankfully pointed out, a gamepad or joystick might cause the problem.)
Anyway, in the very... |
Posted April 28, 2006 6:15:40 AM
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