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Get to know asko...  
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State/Province, Country Espoo, Finland
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Homepage URL http://hax.fi/asko 
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Member Since 6/16/2006 1:19:39 AM
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Some recent topics started on our forums
Parallel-Split Shadow Maps demo This is my implementation of Parallel-Split Shadow Maps as presented in the paper Parallel-Split Shadow Maps for Large-scale Virtual Environments. Shortly explained the method involves splitting the frustum into several parts along the eye vector,... 
Posted June 18, 2006 6:03:18 PM
Parallel Split Shadow Maps demo + source Since I found absolutely no samples using cascaded/split shadow maps, I decided to whip up this small example based on the paper Parallel-Split Shadow Maps. Most noticable difference is that rather than picking shadowmaps in the pixel... 
Posted June 18, 2006 8:13:27 AM
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Some recent replies made on our forums
Parallel-Split Shadow Maps demo Quote:Original post by wolf One other question I have is about the projection. Do you use the standard way to generate shadow maps? So it is first from the point of view of the light source into a shadow map and then transformed into screenspace? I... 
Posted June 26, 2006 1:21:59 AM
Shadow mapping - formats White-cyan should be right. The preview is just colored in the demo. 
Posted June 24, 2006 3:15:17 PM
Parallel-Split Shadow Maps demo Quote:Original post by Ysaneya What is the size of this scene (polycount?) ? It's ~19k triangles. Quote: Isn't the slicing, increasing the number of passes to do, making the performance heavily geometry dependant ? Yes, this is true. T... 
Posted June 21, 2006 11:48:11 PM
Parallel-Split Shadow Maps demo I don't know if any ATI cards support depth stencil textures, so the shadowmap is just a 32-bit floating point texture. And those could be multisampled because they are also used for HDR rendering. You can easily check which format it's using: if the... 
Posted June 19, 2006 3:20:27 PM
Parallel-Split Shadow Maps demo Quote:Original post by Ysaneya Same problem here. Forcing VSync off in the driver doesn't work (i tested both on an Nvidia machine, and an ATI one. Note that on the ATI one, multisampling causes artifacts, too). Any way to get a... 
Posted June 19, 2006 2:13:02 PM
Parallel-Split Shadow Maps demo Quote:Original post by Enrico This looks really great! Is there a way to force the demo to run at full speed? Whatever I choose as program arguments, I always get 60 FPS (even at 1280x1024 with a 2048² shadow map and 6xFSAA). VSync is forced off in... 
Posted June 19, 2006 10:02:30 AM
Parallel-Split Shadow Maps demo Quote:Original post by wolf How do you blend the result of the four passes? The results don't need to be blended. Since the split planes are parallel to the view, you can use the near and far plane to clip rendering of each pass so that they don'... 
Posted June 19, 2006 3:05:58 AM
Parallel Split Shadow Maps demo + source Damn, the wrong place after all :) I don't understand why the site isn't working, but I have mirrored the rather large pdf (8.18MB) here: http://hax.fi/asko/shadow_vrcia.pdf Please try not to drain my bandwidth if the original site works. Th... 
Posted June 18, 2006 2:36:18 PM
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