I was reading through some old B3D posts (because I didn't want to repost or anything), and I found an interesting tidbit from Daniel Vogel on Unreal Engine 3 shadowing...
Now, if a static light on a dynamic object (such as a character) casts a soft-shadow, but a dynamic light on a dynamic object casts harsh-edged stencil shadows, wouldn't that look pretty odd? In fact, what if in a scene a static light is shining down on a character, casting a soft, fuzzy shadow, then a player with a flashlight shines it on that same character, wouldn't that look out of place?
Also, didn't Tim Sweeney at this year's GDC clearly say something like (paraphrasing here) "This is going to be a hallmark in next generation games, every object in the world has the ability to cast soft-fuzzy, dynamic shadows"?
Anyone have any information or speculation on this topic?
Static light, static object:
precomputed light occlusion term either per vertex or texel (if mesh is uniquely unwrapped)
Static light, dynamic object:
per object shadow depth buffer, resolution based on the screenspace size of the shadow bounding sphere
Dynamic lights:
stencil shadow volumes
The different approachs work together nicely as they only contribute the light occlusion at a given pixel which is then used by the lighting shader so the only visual difference you see is the amount of fuzzyness in the shadow. The reason for mixing the three approachs is that neither of them alone would be sufficient for the kind of vivid environments we want to create.
-- Daniel, Epic Games Inc.
Now, if a static light on a dynamic object (such as a character) casts a soft-shadow, but a dynamic light on a dynamic object casts harsh-edged stencil shadows, wouldn't that look pretty odd? In fact, what if in a scene a static light is shining down on a character, casting a soft, fuzzy shadow, then a player with a flashlight shines it on that same character, wouldn't that look out of place?
Also, didn't Tim Sweeney at this year's GDC clearly say something like (paraphrasing here) "This is going to be a hallmark in next generation games, every object in the world has the ability to cast soft-fuzzy, dynamic shadows"?
Anyone have any information or speculation on this topic?