| De : | Wang Rui <wang...@gmail.com> |
| A : | OpenSceneGraph Users <osg-...@lists.openscenegraph.org> |
| Date: | 12/03/2012 10:39 |
| Objet : | [osg-users] Methods to improve large scene shadows with ViewDependentShadowMap |
| Envoyé par : | osg-user...@lists.openscenegraph.org |
Artifacts can be caused by a number of different reasons, as I have
seen the models, screenshots of the artefacts I don't feel comfortable
pointing at any particular cause or solution.
Having a public model we can test against would be very useful. Also
modifying the osgshadow example to have a unit test for these case
would also be useful. Given a unit test we as group can start
refining things for the problem cases.
As a more general note ViewDependentShadowMap doesn't yet provide
shaders that resolve the issue correct lighting of shadows, the thread
you link to discusses this topic. Introducing the required shaders as
an option into ViewDependentShadowMap would address one of the areas
that artefacts can be seen when users don't provide their own shaders
that do the lighting correctly. This won't solve all the potential
artefacts that we see when doing shadow mapping but it would at least
discount one possible set of problems.
Robert.
At what angles did you encounter innacceptable alisasing issues ?
For views that are not near tangent to the ground plane, the results I got seems ok.
Is your problem global or limited to certain points of view ?
Is your target resolution way beyond the resolution of the shadow map (10000*10000) per ex ?
Thanks for the links to the data, I will download and have a
experiment later, most likely tomorrow as I have to go out quite soon.
The screenshot is suggests to me that the main artefact is simply that
the shader used/fixed function pipeline isn't computing the shadowed
colour correctly and would disappear if appropriate shaders were used
to make sure the back facing triangles are coloured the same as the
shadowed region. When using the standard fixed function pipeline you
just get black for the shadowed around so the result always has this
artefact.
Robert.
Sorry about not being quicker to respond, I've been juggling other
tasks. I'm about to dive in a review your changes, ideally it would
be good to have the dataset and animation path that reproduces the
problems, is there any chance that you could post this online?
Thanks,
Robert.