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Dynamic Shadow Demo

 
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Nocturn
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Joined: 08 Aug 2004
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PostPosted: Sun Nov 21, 2004 11:52 pm    Post subject: Dynamic Shadow Demo Reply with quote

Okay, the lightmapping of the DeleD Editor is cool... but how's that with Dynamic Shadows ? I've started today some little project that simulates a complex Shadow System. I think it's a cool combination and fun to play with. Thanks to DegaC for his help.

Screen :


*link and screenshot removed, lost data - sorry*


Last edited by Nocturn on Sat Jul 01, 2006 11:05 am; edited 1 time in total
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granada
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Joined: 07 Aug 2004
Posts: 1955
Location: England

PostPosted: Mon Nov 22, 2004 1:19 am    Post subject: Reply with quote

Nice demo Nocturn,well done Very Happy

dave
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Paul-Jan
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PostPosted: Mon Nov 22, 2004 8:18 am    Post subject: Reply with quote

Looks cool!

Are those stencil shadows, shadowmaps, or some fancy shader? It looks like I can just see some low-res artifacts in the shadows, which would make it shadowmaps probably... but anyways, great job!

The idea behind DeleD lightmapping is that you would use baked-in lightmaps for 99% of the lights in the scene, and then do some dynamic shadowing for
1) all of the dynamic objects in the scene (characters, etc.)
2) dynamic lights (torches, fireballs, etc.)

Even with modern hardware, you don't want to do real-time shadowmapping for a couple o' hundreds of lights in a scene Very Happy
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Mr.Fletcher
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Joined: 07 Aug 2004
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PostPosted: Mon Nov 22, 2004 1:55 pm    Post subject: Reply with quote

Yeah, they look like shadowmaps, I also had shadowmaps in previous Haunted versions, but they are pretty useless if they should look good, imo. Another fact is that you can't do real pointlights with shadowmaps, so now, i've got cool stencil shadows, they look quite great.
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Jeroen
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PostPosted: Mon Nov 22, 2004 2:38 pm    Post subject: Reply with quote

I'm not familiar with shadowmaps and stencil shadows so can someone tell me the difference between the two?
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Mr.Fletcher
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PostPosted: Mon Nov 22, 2004 4:03 pm    Post subject: Reply with quote

Well when you use shadowmaps, you first render the whole scene into a depth texture, then you use the projected texture technology from the lightsource to an object with the depth texture bound and the graphics card compares the z-values from depth texture and the geometry and leaves shadows where the test fails. The disadvantages are that it is only a texture, so you won't have sharp shadows. And you have a limited field of view when you render to the texture, so not every object will be in it. But it is quite easy to built in, though.

With stencil shadows, you need to detect the object's silhouette edges and extrude it from the light source away. You use the stencil buffer to decide whether geometry is shadows or not. Here, you have sharp shadows, no artifacts, but the CPU has to work more than with shadowmaps and it is quite hard to implement, though.
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Paul-Jan
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PostPosted: Tue Nov 23, 2004 9:26 am    Post subject: Reply with quote

As an addition to the excellent explanation of Mr Fletcher: See Mathematics for 3D game programming & Computer Graphics (SE), Chapter 10. I happen to know you own that book, Jeroen Very Happy
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granada
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PostPosted: Tue Nov 23, 2004 9:32 am    Post subject: Reply with quote

I'me lost,can you build a shadow Laughing

dave
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Paul-Jan
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PostPosted: Tue Nov 23, 2004 9:34 am    Post subject: Reply with quote

*lol* _you_ are the one that models the shadows dave, let us worry (and worry and worry and worry) about the math Wink
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Br@iner
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Joined: 17 Dec 2005
Posts: 15
Location: Poland, Sosnowiec

PostPosted: Sat Dec 31, 2005 11:44 am    Post subject: Reply with quote

granada wrote:
Nice demo Nocturn,well done Very Happy

dave


Indeed,very well Wink
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