[osg-users] Shadow frustum culling

Trajce Nikolov NICK trajce.nikolov.nick at gmail.com
Tue Oct 30 00:48:27 PDT 2018


Hi Gedalia,

is this implementation of the cascaded shadows map something public or you
can share , or it is proprietary

On Tue, Oct 30, 2018 at 4:47 AM Gedalia Pasternak <gpasternak at mak.com>
wrote:

> Thanks Terry, yes that’s my exact problem, I have a cascaded shadow map
> system for a directional light, where objects just outside the shadow map
> frustra don’t alway cast into the shadow map. I’ll take a look at the view
> class.
> Gedalia
>
> On Mon, Oct 29, 2018 at 5:06 PM Terry Welsh <mogumbo at gmail.com> wrote:
>
>> Gedalia,
>> If I understand the original question correctly, you're not seeing
>> shadows that are cast by off-screen objects. I had that exact problem
>> back around 2006 and Robert solved it with the introduction of the
>> View class. Sorry, I don't remember the details beyond that and can't
>> find our old discussion archived anywhere.
>> - Terry
>>
>> > Hi Gadalia,
>> >
>> > The OSG doesn't culling per Camera with each camera's own view frustum
>> used
>> > for culling, this means the shadow camera should only cull things that
>> are
>> > in it's frustum.  If it's culling objects that you think should be in
>> the
>> > frustum then perhaps it's just set up with the wrong projection matrix
>> > settings.
>> >
>> > Robert
>> >
>> > On Mon, 29 Oct 2018 at 18:44, Gedalia Pasternak <gpasternak at mak.com>
>> wrote:
>> >
>> > >
>> > > Hi List,
>> > > I've noticed that when using a camera for shadow casting it can often
>> cull
>> > > out objects that are just outside of the frustum but cast shadows
>> into the
>> > > scene. Is there any way to decouple the camera frustum culling
>> calculation
>> > > from the rendering one, even just increasing the culling frustum size
>> by
>> > > 10-15% might help.
>> > > Thanks
>> > > -Gedalia
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trajce nikolov nick
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