[Bf-funboard] Use of bounding box to implement sun shadow mapping in GE.

horace horace3d at gmail.com
Sat Oct 18 17:39:45 CEST 2008


On Sat, Oct 18, 2008 at 1:25 PM, pavel siska <paya.siska at gmail.com> wrote:

> Hi,
> I don't know if this is already in development, but my idea was to use
> bounding boxes to calculate shadow maps similiar to lamp shadow mapping
> implemented in apricot branch but they would be orthographic(or direct).
> (1) Every object in a scene would have its own shadow only in resolution of
> its bounding box.
> (2) Objects with bounding box behind other bigger object would be ignored
> by this sun light.
> (3) ShadowBuffer size could be set up by global number value or specific
> objects could have its own shadow buffer size (like trees..). This can be
> handled by groups.
> (4) Object far from camera would have a reduced shadow buffer size....
>
>
> So what do you think? :) Is it a good idea?
>

i think PSSM would be best for shadows of the sun. ogre will use this method
in version 1.6 for example. it shouldn't be very hard to implement.

http://hax.fi/asko/PSSM.html


>
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