Questions tagged [shadow-mapping]
Shadow mapping is a process by which shadows are added in 3D graphics scenes.
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How does SamplerCmp works compared to Sample (PCF shadow blur)
I'm doing 3x3 PCF blur with either Texture.SampleCmp (from CascadedShadow demo in DX11) or Texture.Sample (DX11 SM5) like this
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Advice on how to best use if possible 4 GatherCmpRed to emulate a 4x4 PCF sampling for shadowmap blur
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 ...
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Shadow artifact with cubemap shadow for pointlights
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).
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Shadow mapping frustum fitting based on Y=0 plane
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 ...
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How to build directional light view / proj matrices in DirectX11?
I think I built my matrices wrong:
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Shadow Artifacts on Plane Below a Sphere
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 ...
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How to visualize the shadowmap as the renderTarget of the main camera in Unity?
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. ...
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About possibly using Depthstencil 2D array in multiplerendertarget mode
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 ...
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How does planar shadow projection interact with perspective projection?
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 ...
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Issues with implementing shadow mapping produces weird results
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 ...
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Is directional shadow mapping without projection matrix possible?
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 ...
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Error in directional light shadow projection matrix
I have VC++ code for DX9 that draws shadows perfectly.
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Python Generating a Shadowmap from a Heightmap
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 ...
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Making Unity shadows work at a small scale
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 ...
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How to apply shadows on an animated model
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 <...