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Dumb Idea: Per-Object Shadow Hackery #3

@mcmonkey4eva

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@mcmonkey4eva

I had an odd idea...

What if instead of building a shadow map for sky lighting, we calculated the shadow from each object into a massive array of relatively low-res* shadow images, and merely projected that down onto land?

* Current shadow map is generally pretty big, 1024x1024 x light source count is standard.
We could easily make this 64x64 without anyone complaining... But large objects would drop quality.
Perhaps a giant 2d texture atlas as opposed to a 3D texture, thus allowing dynamic refitting? Would require more involved shader uniforms to pass the correct data in...

Using some trickery*, this could even allow transparent objects to cast full accurate shadows!

* Trickery would basically just be a second buffer alongside the first that identifies rough alpha value of each shadow pixel.

This would probably not be particularly efficient compared to standard shadow mapping, but might be worth a try?

Alternately, could be used for ONLY transparent shadows and NOT for opaques?

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