Monday, October 6, 2008

Relief Mapping with Soft Shadow Mapping SM3.0

Been working with relief mapping the past few days...

Click for larger images.

(Normal/Parallax/Relief/Relief Shadowed) Mapping.



Relief Mapping + PCF Soft Shadows.


100 cubes with relief and PCF soft shadows.


As you can see the FPS is quite low when you have PCF soft shadows and relief mapping. Relief is nice but it suffers from some major bugs. The two biggest bugs that I can see:
  • Lots of aliasing/artifacts with relief mapping you can see there is no Anti-Aliasing at all in these scenes.
  • Relief mapping does not work on round surfaces. Although this has been fixed there are simply too many artifacts! These artifacts make it look bad and aren't really good for visuals despite the deeper look.
After doing some relief mapping tests I decided that relief mapping is simply too slow your better off having a few more poly's and use normal/parallax mapping instead.

-Toaster

Saturday, September 20, 2008

PCF Shadow Mapping & Extream RAR Hider v1.0!

PCF shadow mapping no blur. I think it looks good without a blur but some people like that extra blur. :P SM3.0 for obvious reasons although you could cram it into 2.0.



---------------------------------------------------------------------------------------------------
Extream RAR Hider v1.0!
Need a place to hide your random rar files? Use Extream Rar Hider to hide your favorite rar's into any jpg or png image!

http://www.mediafire.com/?eyiziqzynzn

Note: I know extream is spelt wrong(its spelt that way on purpose!)

-Toaster

Monday, September 8, 2008

Soft Cubic Shadow Mapping Single Light SM2.0

I finally got around to bluring shadows today for some nice soft shadows.. However I did run into a few problems after I blur'd the shadows using a 13 tap gaussian blur shader. I ran into heavy light bleeding issues:



A friend of mine suggested making the shadows white and then inverting them in the composite shader after the blur. I tried this and I get alot better results!



However I am still running into some problems. :/



So I am looking for a better solution to fix the light bleeding. I know I plan on adding VSM which has light bleeding problems as well. Although there is different techniques to fix this and its more documented then blurring simple shadows with out any filtering.

-Toaster

Thursday, September 4, 2008

Multi-Light Cubic Shadow Mapping SM3.0

Sorry about the two posts a day it is quite alot but I couldn't wait to share this! I have finally completed my goal(Multi-Light Cubic Shadow Mapping SM3.0). I can finally integrate it into the tech demo I have planned. Anyways enough jabber here's some screenies!








Enjoy!
-Toaster

Multi-Light Specular and Parallax Mapping SM 3.0

Just wrapped up my multi-light shader for normal/parallax/specular mapping. It hasn't been much of a challenge to do this but I came up with some pretty good results. Hopefully when I add shadow mapping I might run into a few harder problems. :P

Multi-Light Normal+Specular:


Multi-Light Normal+Over Specular:


Multi-Light Normal+Specular+Parallax:


As you can tell from this last image you obviously don't need parallax mapping on that wall but there are areas where parallax mapping is nice to have.

Edit: Oh yeah I added light color too and I usually get around 100 fps.

-Toaster

Wednesday, September 3, 2008

MultiLight Normal Mapping SM3.0

Well after completing the basic cubic shadow mapping I wanted to add more light sources for shadows to cast. I figured I would start with something small first. So for now its just normal mapping with up to 4 lights or more. :) I decided right off the bat to just use SM 3.0 as I am not sure that SM 2.0 would have enough room.





Sorry if the screenshots were rather dark. As you can see I got good performance with 4 lights although I think I will limit the shadow mapping to the 2 or 3 closest light.

-Toaster

Tuesday, September 2, 2008

Simple Cubic Shadow Mapping SM2.0

Yay! This is my first blog post. :) About a month or two ago I decided to do some cubic shadow mapping this is what I have so far...










Nothing too fancy no PCF or anything but I did include diffuse, normal, specular, and parallax mapping into the shader.

I plan on adding support for multi lights(Up to 4?) and some where down the line I want to add some VSM.

-Toaster