Perspective Shadow Mapping
Hi all,
I've read the Stamminger paper over and over again, but I still can't get my head around the concept. I've had no problems implementing simple shadow mapping (in fact the SDK example proved invaluable), but I'm at a loss as to how I'd implement perspective shadow mapping as described by stamminger to help correct some of the aliasing issues I'm getting. Can anyone describe the algorithm in plain english?
t.i.a
Rob Meridy
[463 byte] By [
edenxiii] at [2007-12-22]
Is this the paper you are referring to? I was under the impression that the ShadowVolume sample in the DirectX SDK used a similar technique as the paper, but I must admit I haven't compared them closely. In addition, the link I posted has the algorithm in pretty plain english, even using pseudocode instead of actual code. What part was confusing?
Thanks for the reply,
I've come across that article before, and it does do a good job of explaining simple shadow mapping, but it only vaguely mentions the newer (c. 2002) technique of perspective shadow mapping. I understand and have implemented the technique of generating the shadow map from the light's viewpoint, but perspective shadow mapping warps this map even further so that the shadow map is in the camera's post-projective space. The original paper describing the technique is <a href="http://portal.acm.org/citation.cfm?id=566570.566616"> here </a>. I simply can't take what the paper describes and put it to use; I don't understand what matrices to generate to produce the shadow map the paper describes.
Rob Meridy
I to have been trying to wrap my head around it as well
my problem is trying to understand how to get the post perspective matrix so that i can use it in a shader
a better link tot he document is here http://www-sop.inria.fr/reves/publications/data/2002/SD02/?LANG=gb
contains screenshots and a video talking about it
any help on obtaining the post-perspective space matrix would be appreciated