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Questions tagged [shadow-mapping]

Shadow mapping is a process by which shadows are added in 3D graphics scenes.

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I'm doing 3x3 PCF blur with either Texture.SampleCmp (from CascadedShadow demo in DX11) or Texture.Sample (DX11 SM5) like this ...
philB's user avatar
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1 answer
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In a part of my level I have shadows close to the camera where a good blur is important. Currently I have implemented a 4x4 PCF, thus requiring 16 texture samplings. I'm trying to see if the ...
philB's user avatar
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I am facing some difficulties with the use of a cubemap shadow associated to a poinlight (represented as the yellow bicone in the picture). The shadow map itself is generated properly (see picture). ...
philB's user avatar
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I am trying to calculate tight fitting of shadow map texture based on camera frustum. Since the camera is always going to be looking down on the Y=0 plane, I ...
tchayen's user avatar
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I think I built my matrices wrong: ...
f1oating's user avatar
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I am having this minor issue implementing shadow mapping. The plane below the sphere has these strange artifacts. I can fix it by offsetting the position slightly but I'd rather have it work ...
Jambo's user avatar
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I have a Unity project with the builtin pipeline. I would like to save the shadowmap of the directional light source and visualize on screen as the primary renderTarget of the main camera. ...
Fox1942's user avatar
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I'm rendering in forward mode my scene with its depth buffer and because I'm using animated characters I'm plannig to find a way to use multiple rendertargets to do the directional shadow pass at the ...
philB's user avatar
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1 vote
1 answer
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This question is about planar shadows as explained in Frank Luna's DX11 book. The author presents the 4x4 shadow matrix, whose bottom right element is n\$\cdot\$L (where n is the plane's normal and L ...
Daniel's user avatar
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This is my first attempt in implementing shadow mapping. I am using right hand coordinate system and my projection matrices are producing z values from 0 to 1. I've decided first to use orthogonal ...
Zhukov Artem's user avatar
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I have found this code where they use a cubemap for pointlight shadow and they don't need to retrieve the faceindex and the projection matrix. This greatly improve the FPS. I was wondering if this ...
philB's user avatar
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1 answer
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I have VC++ code for DX9 that draws shadows perfectly. ...
black4joss's user avatar
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464 views

I've recently been experimenting with Python and PIL to generate heightmap images using simplex noise. The generated heightmaps are simply 2D numPy arrays with height values ranging from 0-1. I ...
Sad Strawberry's user avatar
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1 answer
463 views

I'm trying to cast shadows from a small (3cm) sphere onto a table surface. If I place a large object, I get shadows as expected, but below a certain size, I get nothing. I appreciate that under ...
Basic's user avatar
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I have followed the learnopengl.com tutorial on skeletal animation, but it does not apply shadow on the animated model. Here is the vertex shader that is used to display the character. I suspect that <...
HenriV's user avatar
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