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	<title>Comments on: The holy grail of shadows</title>
	<atom:link href="http://aras-p.info/blog/2006/02/18/the-holy-grail-of-shadows/feed/" rel="self" type="application/rss+xml" />
	<link>http://aras-p.info/blog/2006/02/18/the-holy-grail-of-shadows/</link>
	<description>Random thoughts of a triangle pusher</description>
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		<title>By: ReJ</title>
		<link>http://aras-p.info/blog/2006/02/18/the-holy-grail-of-shadows/comment-page-1/#comment-116</link>
		<dc:creator>ReJ</dc:creator>
		<pubDate>Thu, 23 Feb 2006 17:56:00 +0000</pubDate>
		<guid isPermaLink="false">http://aras-p.info/blog/?p=86#comment-116</guid>
		<description>Huh, just checked my Outgoing Messages and found that I came up with exactly the same amount of nice directional shadows technique as that clever guy (mentioned by NeAraz) did: &quot;ishtikruju man atrodo, kad directional shadowsu problema jau ishspresta - yra 28 budai tai padaryti - kiekvienas parenka pagal save :)&quot; Gosh, I&#039;m good ;)&lt;BR/&gt;&lt;BR/&gt;to imbusy: SS2 doesn&#039;t do self-shadows and doesn&#039;t cast from static geometry (static shadows are baked), so it&#039;s relatively easy to tweak the shadow frustum to enclose only dynamic casters (and you can clamp it in the distance, cause even looking at the hirez still shots I couldn&#039;t say if enemies far away actually cast or not). As for the example of the a bit more comlex shadows and decent texel distribution, I would suggest a final version of &#039;PSI: Syberian Conflict&quot; ;) which casts shadows from all (static&amp;dynamic) objects in the big scene. Somewhat modified Trapezoidal Shadow Maps were used there.&lt;BR/&gt;&lt;BR/&gt;to blackpawn: hmmm, ziljons of ray-casts against complex geometry in 20ms, I suppose many people would be eager to see that. I wonder how many ray-casts (for example) Ageia PPU can handle right now?</description>
		<content:encoded><![CDATA[<p>Huh, just checked my Outgoing Messages and found that I came up with exactly the same amount of nice directional shadows technique as that clever guy (mentioned by NeAraz) did: &#8220;ishtikruju man atrodo, kad directional shadowsu problema jau ishspresta &#8211; yra 28 budai tai padaryti &#8211; kiekvienas parenka pagal save :)&#8221; Gosh, I&#8217;m good ;)</p>
<p>to imbusy: SS2 doesn&#8217;t do self-shadows and doesn&#8217;t cast from static geometry (static shadows are baked), so it&#8217;s relatively easy to tweak the shadow frustum to enclose only dynamic casters (and you can clamp it in the distance, cause even looking at the hirez still shots I couldn&#8217;t say if enemies far away actually cast or not). As for the example of the a bit more comlex shadows and decent texel distribution, I would suggest a final version of &#8216;PSI: Syberian Conflict&#8221; ;) which casts shadows from all (static&#038;dynamic) objects in the big scene. Somewhat modified Trapezoidal Shadow Maps were used there.</p>
<p>to blackpawn: hmmm, ziljons of ray-casts against complex geometry in 20ms, I suppose many people would be eager to see that. I wonder how many ray-casts (for example) Ageia PPU can handle right now?</p>
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		<title>By: blackpawn</title>
		<link>http://aras-p.info/blog/2006/02/18/the-holy-grail-of-shadows/comment-page-1/#comment-117</link>
		<dc:creator>blackpawn</dc:creator>
		<pubDate>Thu, 23 Feb 2006 06:43:00 +0000</pubDate>
		<guid isPermaLink="false">http://aras-p.info/blog/?p=86#comment-117</guid>
		<description>shadows are a pain now, but once we&#039;re using cards that do ray tracing we&#039;ll laugh at how easy it is and reminisce about the old days when we had to use all sorts of different techniques and nothing every worked right.  :)&lt;BR/&gt;&lt;BR/&gt;at 2005 siggraph there was paper on recent implementation that was programmable and had many similarities to current gpus.  looked awesome.  dear nvidia, please turn that into commercial product and make it good.</description>
		<content:encoded><![CDATA[<p>shadows are a pain now, but once we&#8217;re using cards that do ray tracing we&#8217;ll laugh at how easy it is and reminisce about the old days when we had to use all sorts of different techniques and nothing every worked right.  :)</p>
<p>at 2005 siggraph there was paper on recent implementation that was programmable and had many similarities to current gpus.  looked awesome.  dear nvidia, please turn that into commercial product and make it good.</p>
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		<title>By: NeARAZ</title>
		<link>http://aras-p.info/blog/2006/02/18/the-holy-grail-of-shadows/comment-page-1/#comment-118</link>
		<dc:creator>NeARAZ</dc:creator>
		<pubDate>Wed, 22 Feb 2006 20:45:00 +0000</pubDate>
		<guid isPermaLink="false">http://aras-p.info/blog/?p=86#comment-118</guid>
		<description>Just looked at SS2 shots: yup, seems like some sort of projection-tricks shadows. Almost always looking good, except in some cases: here are shadow texels: http://www.seriouszone.com/gallery/ss2/screenshot2?full=1</description>
		<content:encoded><![CDATA[<p>Just looked at SS2 shots: yup, seems like some sort of projection-tricks shadows. Almost always looking good, except in some cases: here are shadow texels: <a href="http://www.seriouszone.com/gallery/ss2/screenshot2?full=1" rel="nofollow">http://www.seriouszone.com/gallery/ss2/screenshot2?full=1</a></p>
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		<title>By: NeARAZ</title>
		<link>http://aras-p.info/blog/2006/02/18/the-holy-grail-of-shadows/comment-page-1/#comment-119</link>
		<dc:creator>NeARAZ</dc:creator>
		<pubDate>Wed, 22 Feb 2006 20:33:00 +0000</pubDate>
		<guid isPermaLink="false">http://aras-p.info/blog/?p=86#comment-119</guid>
		<description>Ok, I did not really see SS2 in action, but I could tell that outdoors-perspective thing is not the most complex problem you&#039;ll be facing with. As another clever guy pointed out, there are 28 and then some ways to get nice shadows from the sun in outdoors. The really tough problems are somewhere else!</description>
		<content:encoded><![CDATA[<p>Ok, I did not really see SS2 in action, but I could tell that outdoors-perspective thing is not the most complex problem you&#8217;ll be facing with. As another clever guy pointed out, there are 28 and then some ways to get nice shadows from the sun in outdoors. The really tough problems are somewhere else!</p>
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		<title>By: imbusy</title>
		<link>http://aras-p.info/blog/2006/02/18/the-holy-grail-of-shadows/comment-page-1/#comment-120</link>
		<dc:creator>imbusy</dc:creator>
		<pubDate>Wed, 22 Feb 2006 20:16:00 +0000</pubDate>
		<guid isPermaLink="false">http://aras-p.info/blog/?p=86#comment-120</guid>
		<description>Shadows in Serious Sam 2 are very nice. They are rendered in huge scenes without any visible artifacts. Still haven&#039;t figured out how they work. Maybe they&#039;re using perspective shadow maps.</description>
		<content:encoded><![CDATA[<p>Shadows in Serious Sam 2 are very nice. They are rendered in huge scenes without any visible artifacts. Still haven&#8217;t figured out how they work. Maybe they&#8217;re using perspective shadow maps.</p>
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		<title>By: blackpawn</title>
		<link>http://aras-p.info/blog/2006/02/18/the-holy-grail-of-shadows/comment-page-1/#comment-121</link>
		<dc:creator>blackpawn</dc:creator>
		<pubDate>Sat, 18 Feb 2006 21:42:00 +0000</pubDate>
		<guid isPermaLink="false">http://aras-p.info/blog/?p=86#comment-121</guid>
		<description>add another goal to that list:&lt;BR/&gt;&lt;BR/&gt;works on all hardware&lt;BR/&gt;&lt;BR/&gt;:)</description>
		<content:encoded><![CDATA[<p>add another goal to that list:</p>
<p>works on all hardware</p>
<p>:)</p>
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