Dave B(TotalVR)
Regular
How about overlaying a precedural 3D texture onto the stencil shadow volume, then at the face of every polygon inside blend the procedural texture (which will be of intensity) with the surafce texture?
How would you generate the procedural 3D texture, though? I mean, it'd work great, I just don't know how you'd do it.Dave B(TotalVR) said:How about overlaying a precedural 3D texture onto the stencil shadow volume, then at the face of every polygon inside blend the procedural texture (which will be of intensity) with the surafce texture?
MfA said:A lot of game developers dont seem to think those are nearly robust enough for the general case ... and are relying on the rather expensive use of multiple shadowmap Z-buffers, sectioned according to depth from view.
Chalnoth said:For instance, nVidia allows for what is called percentage-closer filtering on shadow maps, which smooths the jagged edges, essentially for free.
John Carmack to XxSMxX via email said:Jittering the light position for entire volumes doesn't work nearly as well as jittering per-pixel with shadow buffers. Four samples looks decent with buffers, but like crap with volumes. You need to go to at least 16 samples with volumes, and even than it often isn't very good. We made a lot of cover image renderings with 128 samples with the stencil volumes.
John Carmack
XxStratoMasterXx said:Also, here's what John Carmack has to say about sampled and jittered stencil shadow volumes;<snip>
XxStratoMasterXx said:Hasn't nVidia had dedicated shadow buffer hardware since the advent of programmable GPU's with the GeForce 3? Why wouldn't ATi have introduced something similar to this in the R3x0 cards and R4x0 cards? This is why I believe nVidia is superior to ATi. They always have the new technology for developers out first.
JC - Quakecon 2004 keynote said:With shadow buffers, the new versions that I've been working with, there's a few things that have changed since the time of the original Doom 3 specifications. One this that we have fragment programs now, so we can do pretty sophisticated filtering on there, and that turns out to be the key critical thing. Even if you take the built in hardware percentage closer filtering [PCF], and you render obscenely high resolution shadow maps (2000x2000 or more than that), it still doesn't look good. In general, it's easy to make them look much worse than the stencil shadow volumes when you're in that basic kind of hardware-only level filtering on it. You end up with all the problems you have with biases, and pixel grain issues on there, and it's just not all that great. However, when you start to add a bit of randomized jitter to the samples, you have to take quite a few samples to make it look decent, it changes the picture completely. Four randomized samples is probably going to be our baseline spec for normal kind of shipping quality on the next game.
Looks like the NV Hardware PCF is not so good.
V3 said:Looks like the NV Hardware PCF is not so good.
Are you expecting a good PCF implementation can make the shadow look good without adding jitter ?
PeterAce said:Looks like the NV Hardware PCF is not so good.
rendezvous said:PeterAce said:Looks like the NV Hardware PCF is not so good.
It may not give as high qualuity as the shadow volume approach as mentionened in your quote from JC. It does however produce better looking images than hardware without PCF when shadow buffers are used so to call it not so good is wrong IMHO.
Alstrong said:forgive my ignorance, but how many ways are there for filtering a shadow?
Chalnoth said:Except shadowing on large objects will result in lots of fillrate usage for the shadows.