[osg-users] shadow mapping for point lights with shadow cube maps?

Christian Buchner christian.buchner at gmail.com
Wed Mar 23 08:42:54 PDT 2016

Hi all,

I might try an implementation of omni-directional point light shadow
mapping based on this interesting paper.


They manage to generate 6 views of the same object in a single pass and
within a destination single texture using geometry shaders and some
additional clipping magic.

This could be modified of for application in dual paraboloid mapping or
shadow cube maps, I believe.

An additional and very promising application of their technique would be
stereoscopic viewport rendering for VR headsets.


2016-03-16 15:50 GMT+01:00 Christian Buchner <christian.buchner at gmail.com>:

> Hi,
> I wonder if anyone here would be able to share some OSG based sample code
> demonstrating shadow cube maps for point light sources.
> While the osgShadow::ShadowMap class will currently detect point lights
> and use a perspective frustum for rendering the shadow map, I believe this
> does not currently cast shadows in all directions
> Rendering into all 6 faces of a cube map seems quite costly, so I wonder
> if there are more efficient ways to do shadow casting in all directions,
> say... rendering into two halves of a spherical map for example. Or going
> completely crazy... a tetrahedral shadow map requiring 4 projections
> instead of 6 for a cube map,
> Christian
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