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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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