I'm implementing ominidirectional shadow mapping for point lights. I want to use a linear depth which will be stored in the color textures (cube map). A program will contain two filtering techniques: software pcf (because hardware pcf works only with depth textures) and variance shadow mapping. I found two ways of storing linear depth:

constfloat linearDepthConstant =1.0/(zFar - zNear);//firstfloat moment1 =-viewSpace.z * linearDepthConstant;float moment2 = moment1 * moment1;
outColor = vec2(moment1, moment2);//secondfloat moment1 = length(viewSpace)* linearDepthConstant;float moment2 = moment1 * moment1;
outColor = vec2(moment1, moment2);

What are differences between them ? Are both ways correct ?

For the standard shadow mapping with software pcf a shadow test will depend on the linear depth format. What about variance shadow mapping ?

I implemented omnidirectional shadow mapping for points light using a non-linear depth and hardware pcf. In that case a shadow test looks like this:

vec3 lightToPixel = worldSpacePos - worldSpaceLightPos;
vec3 aPos = abs(lightToPixel);float fZ =-max(aPos.x, max(aPos.y, aPos.z));
vec4 clip = pLightProjection * vec4(0.0,0.0, fZ,1.0);float depth =(clip.z / clip.w)*0.5+0.5;float shadow = texture(ShadowMapCube, vec4(normalize(lightToPixel), depth));

I also implemented standard shadow mapping without pcf which using second format of linear depth: (Edit 1: i.e. distance to the light + some offset to fix shadow acne)

vec3 lightToPixel = worldSpacePos - worldSpaceLightPos;constfloat linearDepthConstant =1.0/(zFar - zNear);float fZ = length(lightToPixel)* linearDepthConstant;float depth = texture(ShadowMapCube, normalize(lightToPixel)).x;if(depth <= fZ){
shadow =0.0;}else{
shadow =1.0;}

but I have no idea how to do that for the first format of linear depth. Is it possible ?

Edit 2: For non-linear depth I used glPolygonOffset to fix shadow acne. For linear depth and distance to the light some offset should be add in the shader. I'm trying to implement standard shadow mapping without pcf using a linear depth (-viewSpace.z * linearDepthConstant + offset) but following shadow test doesn't produce correct results:

vec3 lightToPixel = worldSpacePos - worldSpaceLightPos;
vec3 aPos = abs(lightToPixel);float fZ =-max(aPos.x, max(aPos.y, aPos.z));
vec4 clip = pLightProjection * vec4(0.0,0.0, fZ,1.0);float fDepth =(clip.z / clip.w)*0.5+0.5;float depth = texture(ShadowMapCube, normalize(lightToPixel)).x;if(depth <= fDepth){
shadow =0.0;}else{
shadow =1.0;}

How to fix that ?

asked Sep 26 '13 at 23:29
Irbis
30917
  add comment

The method with viewSpace.z is storing depth, while the method with length(viewSpace) is storingdistance to the light, not depth (which is always measured parallel to a view direction).

You could store either one, but you have to be consistent about it. If you store distance instead of depth when you render your shadow map, you have to compare against distance instead of depth when you apply the shadow map.

Depth is the natural choice as that's what will be generated by the GPU rasterizer when you draw the shadow map. It takes extra work to convert it to distance (you have to set up the viewSpace vector). But I can imagine that distance might give better results in some situations with VSM. You'd have to experiment to see.

depth and distance的更多相关文章

  1. 引擎设计跟踪(九.14.3.1) deferred shading: Depthstencil as GBuffer depth

    问题汇总 1.Light support for Editor编辑器加入了灯光工具, 可以添加和修改灯光. 问题1. light object的用户互交.point light可以把对应的volume ...

  2. SOCV / POCV 模型 (3)

    STA无疑是数字集成电路设计实现方法学中最『漂亮』的模型之一,但是随意着工艺进步,local varition 的随机性及重要性增加,传统STA 的局限性日渐突出.大概在十五年前,SSTA成了一个研究 ...

  3. STA之AOCV

    为什么要引入AOCV 为了精确性,为了剔除悲观度.用set_timing_derate来设置OCV,对于一个固定的corner,只能对data/clock, cell/net, late/early分 ...

  4. poj 1986 Distance Queries LCA

    题目链接:http://poj.org/problem?id=1986 Farmer John's cows refused to run in his marathon since he chose ...

  5. Kinect SDK C++ - 2. Kinect Depth Data

    Today we will learn how to get depth data from a kinect and what the format of the data is kinect co ...

  6. POJ 1986 Distance Queries / UESTC 256 Distance Queries / CJOJ 1129 【USACO】距离咨询(最近公共祖先)

    POJ 1986 Distance Queries / UESTC 256 Distance Queries / CJOJ 1129 [USACO]距离咨询(最近公共祖先) Description F ...

  7. distance field(占坑

    signed distance field https://kosmonautblog.wordpress.com/2017/05/09/signed-distance-field-rendering ...

  8. Depth Buffer

    Up until now there is only one type of output buffer you've made use of, the color buffer. This chap ...

  9. depth peeling实现半透明

    aaarticlea/jpeg;base64,/9j/4AAQSkZJRgABAQEAYABgAAD/2wBDAAgGBgcGBQgHBwcJCQgKDBQNDAsLDBkSEw8UHRofHh0aH

随机推荐

  1. c#开发Mongo笔记第八篇

    到今天为止,Mongo开发的权限管理系统功能就做完了,剩下的就是完善构架,优化结构,只是现在c#操作Mongo的各种操作基本都掌握了 说到权限管理系统,其实再简单不过了,在关系型数据的是时代,我们通常 ...

  2. Hibernate之创建命名策略

    在开发软件时,通常会要求每个开发人员遵守共同的命名策略.例如,数据库的表名及字段名的所有字符都要大写,表名以“S”结尾.对于Customer类,对应的数据库表名为CUSTOMERS.为了在映射文件中遵 ...

  3. Linux内核实现中断和中断处理(一)

    Linux实现中断处理 内核是怎么知道应用程序要调用系统调用的呢?或者说应用程序怎么通知系统内核自己需要执行一个系统调用,这是通过软中断实现的,通过引发一个异常来促使系统切换到内核态去执行异常处理程序 ...

  4. sqlite数据库中 保存和读取UIData对象

    + (void)getPersonByID:(int)ID { sqlite3 *db = [DB open]; sqlite3_stmt *stmt = nil; int result = sqli ...

  5. 【洛谷P2296】寻找道路

    反正图两边bfs #include<iostream> #include<cstdio> #include<queue> using namespace std; ...

  6. Happymenu新的开始

    1. 2014年10月28日入职happymenu,希望能和公司一起成长.年轻的时候就得多折腾! 2. 第一个任务:安装,配置ubuntu14环境,尽快熟悉操作.目前基本工作操作已经掌握. 安装好Ub ...

  7. day7----面向对象编程进阶

    本节内容: 面向对象高级语法部分 静态方法.类方法.属性方法 类的特殊方法 反射 异常处理 Socket开发基础 静态方法 它与类唯一的关联就是需要通过类名来调用这个方法 #静态方法实际跟类没关系,不 ...

  8. Android--广播机制

    1.Android中广播分为两种类型: 1)标准广播:完全异步执行的广播,在广播发出后,所有的广播接收器几乎会在同一时刻接收到,它们之间没有顺序可言,效率高,不可截断: 2)有序广播:同步执行的广播, ...

  9. Windows 8.1 应用开发后台任务概述(Windows XAML)

    说到后台任务,这是在和许多 Android 开发者聊天的时候,经常被提起的话题之一, Windows 移动平台的后台任务的形式有别与 Android 的后台 service,简单的说在 Windows ...

  10. [ACM_数学] Counting Solutions to an Integral Equation (x+2y+2z=n 组合种类)

    http://acm.hust.edu.cn/vjudge/contest/view.action?cid=27938#problem/E 题目大意:Given, n, count the numbe ...