Point Light Soft Shadows
Posted
by
notabene
on Game Development
See other posts from Game Development
or by notabene
Published on 2010-12-05T04:56:42Z
Indexed on
2011/01/11
3:01 UTC
Read the original article
Hit count: 275
How to implement soft shadows for omni directional (point) light. We use typical shadow mapping technique. Depth is rendered to texture cube and addresing is pretty simple then. Just using vector from light to fragments world position. It works perfectly. Until you want soft shadows. In our engine we use PCSS technique for spot lights. But for point light there begins troubles.
How to sample in 3D?
I developed technique when orthonormal basis is created from a direction and upvector (0,1,0). And then multiply sampling vector (something like this (1.0,i/depthMapSize,j/depthMapSize) with this basis. But this (of course :)) looks pretty bad for vectors near (0,1,0) and (0,-1,0).
I will appreciate any help on this.
© Game Development or respective owner