<div dir="ltr"><div><div><div>Hi all,<br><br></div>I might try an implementation of omni-directional point light shadow mapping based on this interesting paper.<br><br><a href="https://hal.archives-ouvertes.fr/hal-00733343/document">https://hal.archives-ouvertes.fr/hal-00733343/document</a><br><br></div>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.<br><br></div><div>This could be modified of for application in dual paraboloid mapping or shadow cube maps, I believe.<br><br></div><div>An additional and very promising application of their technique would be stereoscopic viewport rendering for VR headsets.<br></div><div><br></div>Christian<br><div><div><br></div></div></div><div class="gmail_extra"><br><div class="gmail_quote">2016-03-16 15:50 GMT+01:00 Christian Buchner <span dir="ltr"><<a href="mailto:christian.buchner@gmail.com" target="_blank">christian.buchner@gmail.com</a>></span>:<br><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex"><div dir="ltr"><div><div><div><div>Hi,<br><br></div>I wonder if anyone here would be able to share some OSG based sample code demonstrating shadow cube maps for point light sources.<br></div><br></div>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 <br><br></div><div>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,<br><br></div>Christian<br><div><br></div></div>
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