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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 implementation
- Shi Jazheng and Anders Backman´s (VRlab) Shadow Volume Thesis and osgShadowVolume implementation
Parallel Split Shadow Map implementations:
- Terry Welsh's Parallel Split Shadow Map implementation
- Adrian Egli's Parallel Split Shadow Map 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
- GameDev Parallel-Split Shadow Maps demo
- The Theory of Stencil Shadow Volumes (GameDev)
- An Introduction to Stencil Shadow Volumes (DevMaster)
- Practical and Robust Shadow Volumes (Nvidia)
- Fase Shadow Volumes (NVidia)
- Shadow volume (Wikipedia)
- ZP+: correct Z-pass stencil shadows
- Accelerated Stencil Shadow Extrusion via Vertex Blending (flipcode)
- 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 - osg-users Parallel-Split Shadow Map with osg PSSM
- Terry Welsh - osg-users Parallel-Split Shadow Map with osg PSSM
- Adrian Egli - osg-users Parallel-Split Shadow Map with osg PSSM
