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Author Topic: "Outdoor shadows solution for Quest3D" (source code available for purchase)  (Read 99707 times)
May 06, 2009, 11:58:05 am
Welcome to the project's web page
http://3dvrm.com/shadows_solution/

I would like to highlight several things here:
- Currently, there is a limited time discount offer for purchase (upgrade) of PSSM + SSAO package. Check web page for details.
- If you already own SSAO source code and interested in purchasing PSSM + SSAO, please contact me for details on upgrade discount
- Tutorials and documentation is not ready yet, but general setup is almost the same as for SSAO

Plans for future development and improvement:
- Semi-transparent objects as shadow receivers, for example, window glass captures shadow and reflection is dimmed at shadowed area. This is not translucent shadows. Such object can receive shadow but not cast it.

- Implementation of non-deferred version of Parallel-Split shadow maps with usage of ARGB8bit textures for shadow maps in Q3D 4.2.3 and hardware shadow maps in Q3D 4.3. This implementation is targeting older hardware and usage of shadows without SSAO or other depth based techniques.

- Update for Q3D 4.3 that will include usage of hardware shadow maps, new Global shaders and flexible shadow map resolution.

- Post-process implementation of deferred shadow maps. No guarantees, under research. I've missed one important thing when did previous statement that it can work like that.

Check thread for discussion on perfromance and usability.


* v53.jpg (1117.58 KB, 1219x884 - viewed 1145 times.)

Upgrade to PSSM is available for SSAO customers. Check http://www.3dvrm.com/shadows_solution/ for details.
May 06, 2009, 12:08:31 pm
There are very nice articles about such shadows in ShaderX6 and ShaderX7. I've already ordered books but they will arrive here aproximately in a month, can't wait for so long, if somebody can email these articles to me, please drop me email or pm.

Upgrade to PSSM is available for SSAO customers. Check http://www.3dvrm.com/shadows_solution/ for details.
May 06, 2009, 12:28:05 pm
Looks fantastic Smiley
May 06, 2009, 12:35:34 pm
Looks very cool! Smiley
How is this different from the shadow solution we'll get in Quest 4.3?
May 06, 2009, 12:37:54 pm
cool. Thumbs up.

I can scan the articles hopefully tomorrow for you.

Another super duper Viktor product to buy ?

May 06, 2009, 12:51:15 pm
Don't know, I didn't saw it yet  Wink

I'm not sure how different they would be, I'm not finished with experiments yet. One difference that comes to mind first is that for example I can change amount of split planes, size of shadow maps in each split, use\or don't use shadow map for last split. Change split selection strategy. Switch to VSM instead of PCF if scene has a simple depth complexity, use different blurs for bluring shadow maps on different splits.

These shadows are deffered, it means that shadow factor is calculated outside of the actually surface shader. For example, you can use them with surfaces that don't have any shaders, just apply it as a post-process (like I did with SSAO in one of the examples), you still need to use global shader to get scene depth and shadow maps. I assume that 4.3 will work the same way.
Now I use 5x5 PCF, but this is quite expensive, I'll switch to jittered PCF or similar.
In 4.3 we might be able to use hardware shadow maps, so you can get 2x2 PCF for free.

@Micha
Thank you !!! Grin

Actually why not, if there will be an interest I can pack it as a final product. I'm planning one implementation that will work togather with SSAO, some steps in both algoritms are similar, so it would be nice to save performance here.

Upgrade to PSSM is available for SSAO customers. Check http://www.3dvrm.com/shadows_solution/ for details.
May 06, 2009, 03:15:53 pm
Again, great stuff Viktor!
May 07, 2009, 09:00:13 am
Super fantastic
May 07, 2009, 09:07:09 am
Thank you!

For demo I've used only 3 splits of 4, so shadow disapears at distance, you won't see that on screenshots Wink. Practically if you use all splits you get shadows up to your far clipping plane. So it works with big scale scene as well as small ones.

Upgrade to PSSM is available for SSAO customers. Check http://www.3dvrm.com/shadows_solution/ for details.
May 07, 2009, 09:55:19 am
When can we buy it? Smiley
May 07, 2009, 10:38:07 am
so new scanner bought. The old one had no drivers for vista 64bit.
Lets hope i get the scanner to work fast. I will send you the articles then. So stay tuned.

May 07, 2009, 11:06:35 am
@Tom
Hopefully it will be ready in a week, there are still a lot need to be done. I'm looking at two appeoaches now - deffered shadows, they will use the same setup as SSAO and can be combined with it and regular per-object shadows, both variants have their own benefits.

@Micha
Thank you! This would help me a lot.

Upgrade to PSSM is available for SSAO customers. Check http://www.3dvrm.com/shadows_solution/ for details.
May 07, 2009, 11:59:15 am
check your mail viktor  Grin

May 07, 2009, 12:53:17 pm
when you have a demo to test, post it.
Thank you Viktor !!
May 14, 2009, 07:04:17 pm
It's taking more time than expected, so I decided to share some intermidiate demo. This demo has SSAO and Parallel-split shadow maps, in short they are very good solution for big scale projects. This particular example uses 3 splits of 4, so at some distance shadow will disapear. It's work in progress, FPS can be quite low and there are numerous bugs with shadow rendering.
NOTE: Size of shadow maps is the same as size of viewport, so the higher the resolution that you will use to run demo, the higher quality of shadow you will get.


* V5_Screenshot.jpg (182.1 KB, 730x433 - viewed 959 times.)

Upgrade to PSSM is available for SSAO customers. Check http://www.3dvrm.com/shadows_solution/ for details.
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