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  Shadow Volumes  (Read 1405 times)
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Offline DavidYazel

Junior Member




Java games rock!


« Posted 2003-07-21 22:45:50 »


A quick peek at the Xith3D/jogl engine casting shadows.  These models are not completely sealed, so the shadows are incorrect in some places.  

http://www.magicosm.net/xith3d/snapshot1.png

Question 1: Does anyone know a way to take a arbitrary shape and build a form fitting hull that is sealed?  It would be nice to have the code create a good shadow occluder (and lower poly too) when the shape itself does not conform.

Question 2: Self shadowing mostly sucks in shadow volumes, especially if there are lots of detail.  I would prefer to use vertex or pixel lighting for that.  Anyone know a way to change the stencil algorithm to not draw on itself?

Dave

David Yazel
Xith3D Project Founder
http://xith3d.dev.java.net

It may look complicated, but in the end it is just a bunch of triangles
Offline DavidYazel

Junior Member




Java games rock!


« Reply #1 - Posted 2003-07-23 01:48:30 »

I fixed some bugs in the shadow volume code.  here is the result:

http://www.magicosm.net/xith3d/snapshot3.jpg

Unfortunetly this is implementing the Zpass algorithm, which has a fatal flaw when the viewer enters the shadow.

The only solution I know is to change to a zfail algorithm and build back and front caps for the volumes, which I have not figured out how to do yet.

One thing is that the performance is really good so far since I only recalculate the geometry in the volume if the lightsource changes or the occluder moves.  This scene is rendering at 200 fps.

David Yazel
Xith3D Project Founder
http://xith3d.dev.java.net

It may look complicated, but in the end it is just a bunch of triangles
Offline Markus_Persson

JGO Wizard


Medals: 15
Projects: 19


Mojang Specifications


« Reply #2 - Posted 2003-07-23 08:49:42 »

That's almost frustratingly pretty. Now implement bumpmaps and projected lights, and you've got yourself a doom3 engine. Wink


As for Question 1, I think I've read articles like that on either gamedev.net or gamasutra.
Actually, it was about retesselating a mesh into more uniform triangles or something, iirc. I wasn't really paying attention. Wink

Play Minecraft!
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