= osgShadow = [[TracNav(TracNav/CommunityTOC)]] The osgShadow !NodeKit is now underway and will be integrated into core !OpenSceneGraph and all going well will be part of the next release - OpenSceneGraph-1.3. We don't have a release date for this release, so if your impatient, check up on progress by sending a querry to the osg-users mailing list. The code will first be available in the CVS version of the !OpenSceneGraph. Deliverables for the first release of osgShadow are: == MUST HAVE == * !NodeKit containing nodes and helper classes for specify: - light sources - the parts of the scene being shadowed - the parts of the scene which cast shadows - a mechansim for specifying the shadow techniques/implementations - a mechansim for specifying the options required to configure the different shadow techniques * Shadow techniques: - stencil volume shadows == Could have == * Shadow techniques: - shadow textures - shadow maps - parallel split shadow maps == Existing implementations that can be used as source material == Stencil Shadow Volumes implementations: * ChangzhiLi's osgShadow [http://openscenegraph.org/osgwiki/uploads/NodeKits/osgShadow.zip implementation] * Shi Jazheng and Anders Backman“s (VRlab) [http://www.vrlab.umu.se/research/colosseum3d/osgshadowvolumes/shadow_volume_thesis.pdf Shadow Volume Thesis] and osgShadowVolume [http://www.vrlab.umu.se/research/colosseum3d/osgshadowvolumes/osgshadowvolume-060906.tgz implementation] Parallel Split Shadow Map implementations: * Terry Welsh's Parallel Split Shadow Map [http://www.reallyslick.com/~terry/stuff/PSSMdemo.tar.gz implementation] * Adrian Egli's Parallel Split Shadow Map [attachment:PSSM.zip implementation] Simple Depth Shadow implementations: * osgdepthshadow from OpenSceneGraph/examples/osgdepthshadow * Mihai Radu's version of the above, separated in classes and added a small scene manager [[Attach:depthShadow.zip implementation] == Online resource that are a good source of information about the various shadow techniques == * [http://www.gamedev.net/community/forums/topic.asp?topic_id=399014 GameDev Parallel-Split Shadow Maps demo ] * [http://www.gamedev.net/reference/articles/article1873.asp The Theory of Stencil Shadow Volumes (GameDev)] * [http://www.devmaster.net/articles/shadow_volumes/ An Introduction to Stencil Shadow Volumes (DevMaster)] * [http://developer.nvidia.com/object/robust_shadow_volumes.html Practical and Robust Shadow Volumes (Nvidia)] * [http://developer.nvidia.com/object/fast_shadow_volumes.html Fase Shadow Volumes (NVidia)] * [http://en.wikipedia.org/wiki/Stencil_shadow_volume Shadow volume (Wikipedia)] * [http://artis.inrialpes.fr/Publications/2005/HHLH05/ ZP+: correct Z-pass stencil shadows] * [http://www.flipcode.com/articles/article_shadowvextrude.shtml Accelerated Stencil Shadow Extrusion via Vertex Blending (flipcode) ] [[BR]] - note Shi Jazheng's work above suggest that GPU compute of the shadow volume is slower than CPU.. == Recent mailing list threads on shadows == * Terry Welsh - [http://openscenegraph.net/pipermail/osg-users/2006-September/068417.html osg-users Parallel-Split Shadow Map with osg PSSM] * Terry Welsh - [http://openscenegraph.net/pipermail/osg-users/2006-September/068544.html osg-users Parallel-Split Shadow Map with osg PSSM] * Adrian Egli - [http://openscenegraph.net/pipermail/osg-users/2006-September/068278.html osg-users Parallel-Split Shadow Map with osg PSSM]