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Choosing a shadow map bias http://horde3d.org/forums/viewtopic.php?f=7&t=661 |
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Author: | DarkAngel [ 03.03.2009, 02:58 ] |
Post subject: | Choosing a shadow map bias |
I found this thread on gamedev interesting and thought I'd share it here: http://www.gamedev.net/community/forums ... _id=525805 These guys are trying to come up with a bias function based on the distance to the light, instead of using a constant bias value. |
Author: | swiftcoder [ 03.03.2009, 03:22 ] |
Post subject: | Re: Choosing a shadow map bias |
That is very useful! I detest shadowmap-acne, and tend to avoid shadows where possible to side-step the issue entirely. This definitely merits some thought and testing. |
Author: | marciano [ 03.03.2009, 12:25 ] |
Post subject: | Re: Choosing a shadow map bias |
Thanks for the interesting link. This subforum is definitely the right place for such things (actually there should be more link sharing ) I would say in the end the bias problem is closely related to the general EPSILON problem of floating point comparisons. Here is an interesting read: http://realtimecollisiondetection.net/pubs/GDC07_Ericson_Physics_Tutorial_Numerical_Robustness.ppt |
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