edward Posted December 28, 2004 Share Posted December 28, 2004 I've been reading about shadow mapping as I know next to nothing about it. Has anyone seen TSMs (Trapezoidal Shadow Maps)? It looks to be intended for GPUs but do those issues (resolution and continuity) exist in software rendering use of shadow maps as well? http://www.comp.nus.edu.sg/~tants/tsm.html Quote Link to comment Share on other sites More sharing options...
FrankFirsching Posted December 29, 2004 Share Posted December 29, 2004 I'm not really familiar with TSMs, but I know "perspective shadow maps" (http://www9.informatik.uni-erlangen.de/Per...cations/psm.pdf) and "plane optimal shadow maps" (http://cs.harvard.edu/~sjg/papers/lixel.pdf) pretty good. These are pretty similar to TSMs. They are only usefull in games, because they can't be filtered to get a soft shadow edge. The reason therefore is the irregular sampling of space in the shadow map. I don't know if anybody has implemented filtering for these shadow mapping types already, or even if it would be practical to do. Quote Link to comment Share on other sites More sharing options...
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