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	<title>Comments on: Deferred Cascaded Shadow Maps</title>
	<atom:link href="http://aras-p.info/blog/2009/11/04/deferred-cascaded-shadow-maps/feed/" rel="self" type="application/rss+xml" />
	<link>http://aras-p.info/blog/2009/11/04/deferred-cascaded-shadow-maps/</link>
	<description>Random thoughts of a triangle pusher</description>
	<lastBuildDate>Thu, 04 Mar 2010 23:01:48 +0000</lastBuildDate>
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		<title>By: Aras Pranckevičius</title>
		<link>http://aras-p.info/blog/2009/11/04/deferred-cascaded-shadow-maps/comment-page-1/#comment-23045</link>
		<dc:creator>Aras Pranckevičius</dc:creator>
		<pubDate>Sun, 22 Nov 2009 12:00:38 +0000</pubDate>
		<guid isPermaLink="false">http://aras-p.info/blog/?p=434#comment-23045</guid>
		<description>@CodingCat: I just ignored the whole AA issue. So yes, when AA is used the shadow term is sometimes wrong on edges. So far I haven&#039;t heard lots of complaints from Unity users, so I assume everyone is fine with that :)</description>
		<content:encoded><![CDATA[<p>@CodingCat: I just ignored the whole AA issue. So yes, when AA is used the shadow term is sometimes wrong on edges. So far I haven&#8217;t heard lots of complaints from Unity users, so I assume everyone is fine with that :)</p>
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		<title>By: CodingCat</title>
		<link>http://aras-p.info/blog/2009/11/04/deferred-cascaded-shadow-maps/comment-page-1/#comment-23042</link>
		<dc:creator>CodingCat</dc:creator>
		<pubDate>Sun, 22 Nov 2009 10:11:38 +0000</pubDate>
		<guid isPermaLink="false">http://aras-p.info/blog/?p=434#comment-23042</guid>
		<description>I&#039;m doing this pretty much the same way, but I had a very hard time making this work with anti-aliasing (DirectX 9). In the end, I added a resolve pass that tries to fill invalid gaps with some approximate shadow value (the darkest of all neighbors after applying some validity and continuity heuristics) to get rid of all the wrongly lit edges. This has artifacts of its own, but at least it doesn&#039;t look totally wrong. The big drawback here is that this resolve pass is not separable and quite expensive.

Any experience on this issue?</description>
		<content:encoded><![CDATA[<p>I&#8217;m doing this pretty much the same way, but I had a very hard time making this work with anti-aliasing (DirectX 9). In the end, I added a resolve pass that tries to fill invalid gaps with some approximate shadow value (the darkest of all neighbors after applying some validity and continuity heuristics) to get rid of all the wrongly lit edges. This has artifacts of its own, but at least it doesn&#8217;t look totally wrong. The big drawback here is that this resolve pass is not separable and quite expensive.</p>
<p>Any experience on this issue?</p>
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		<title>By: Aras Pranckevičius</title>
		<link>http://aras-p.info/blog/2009/11/04/deferred-cascaded-shadow-maps/comment-page-1/#comment-22726</link>
		<dc:creator>Aras Pranckevičius</dc:creator>
		<pubDate>Tue, 10 Nov 2009 06:30:25 +0000</pubDate>
		<guid isPermaLink="false">http://aras-p.info/blog/?p=434#comment-22726</guid>
		<description>@Alex: nice!</description>
		<content:encoded><![CDATA[<p>@Alex: nice!</p>
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		<title>By: Alex</title>
		<link>http://aras-p.info/blog/2009/11/04/deferred-cascaded-shadow-maps/comment-page-1/#comment-22724</link>
		<dc:creator>Alex</dc:creator>
		<pubDate>Tue, 10 Nov 2009 04:34:48 +0000</pubDate>
		<guid isPermaLink="false">http://aras-p.info/blog/?p=434#comment-22724</guid>
		<description>For the weights calculation, I used this formulation:
    float4 weights = ( z &gt; _LightSplitsNear );
    weights.xyz -= weights.yzw;
The rest is the same.
_LightSplitsNear has to be ordered from nearest to furthest, the cascades should overlap, and if it&#039;s past the furthest cascade&#039;s far then &#039;weights&#039; doesn&#039;t return to all zeroes.</description>
		<content:encoded><![CDATA[<p>For the weights calculation, I used this formulation:<br />
    float4 weights = ( z &gt; _LightSplitsNear );<br />
    weights.xyz -= weights.yzw;<br />
The rest is the same.<br />
_LightSplitsNear has to be ordered from nearest to furthest, the cascades should overlap, and if it&#8217;s past the furthest cascade&#8217;s far then &#8216;weights&#8217; doesn&#8217;t return to all zeroes.</p>
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		<title>By: Simon Kozlov</title>
		<link>http://aras-p.info/blog/2009/11/04/deferred-cascaded-shadow-maps/comment-page-1/#comment-22530</link>
		<dc:creator>Simon Kozlov</dc:creator>
		<pubDate>Thu, 05 Nov 2009 09:05:11 +0000</pubDate>
		<guid isPermaLink="false">http://aras-p.info/blog/?p=434#comment-22530</guid>
		<description>I did that around 2003 in my trucks game. Unfortunately Geforce3 didn&#039;t allow me to do fancy blur scheme so it was just blurring outward with semi-acceptable radius.

Can still see artifacts on recent screenshots though :(</description>
		<content:encoded><![CDATA[<p>I did that around 2003 in my trucks game. Unfortunately Geforce3 didn&#8217;t allow me to do fancy blur scheme so it was just blurring outward with semi-acceptable radius.</p>
<p>Can still see artifacts on recent screenshots though :(</p>
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		<title>By: Tom</title>
		<link>http://aras-p.info/blog/2009/11/04/deferred-cascaded-shadow-maps/comment-page-1/#comment-22523</link>
		<dc:creator>Tom</dc:creator>
		<pubDate>Wed, 04 Nov 2009 22:20:28 +0000</pubDate>
		<guid isPermaLink="false">http://aras-p.info/blog/?p=434#comment-22523</guid>
		<description>CryEngine 2 did something similar but stored the shadows for 4 different lights into the 4 channels of the screen space shadow buffer.</description>
		<content:encoded><![CDATA[<p>CryEngine 2 did something similar but stored the shadows for 4 different lights into the 4 channels of the screen space shadow buffer.</p>
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		<title>By: steve</title>
		<link>http://aras-p.info/blog/2009/11/04/deferred-cascaded-shadow-maps/comment-page-1/#comment-22495</link>
		<dc:creator>steve</dc:creator>
		<pubDate>Wed, 04 Nov 2009 16:03:44 +0000</pubDate>
		<guid isPermaLink="false">http://aras-p.info/blog/?p=434#comment-22495</guid>
		<description>Yep, definitely deferred shadowing :) The variable sized filter and depth discontinuity discards are staples in SSAO too. Nice work!</description>
		<content:encoded><![CDATA[<p>Yep, definitely deferred shadowing :) The variable sized filter and depth discontinuity discards are staples in SSAO too. Nice work!</p>
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		<title>By: Ste</title>
		<link>http://aras-p.info/blog/2009/11/04/deferred-cascaded-shadow-maps/comment-page-1/#comment-22494</link>
		<dc:creator>Ste</dc:creator>
		<pubDate>Wed, 04 Nov 2009 14:52:00 +0000</pubDate>
		<guid isPermaLink="false">http://aras-p.info/blog/?p=434#comment-22494</guid>
		<description>This is very similar to one of Wolf Engel&#039;s techniques in ShaderX5 i think :). Not sure if you&#039;ve seen that or not.</description>
		<content:encoded><![CDATA[<p>This is very similar to one of Wolf Engel&#8217;s techniques in ShaderX5 i think :). Not sure if you&#8217;ve seen that or not.</p>
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		<title>By: repi</title>
		<link>http://aras-p.info/blog/2009/11/04/deferred-cascaded-shadow-maps/comment-page-1/#comment-22493</link>
		<dc:creator>repi</dc:creator>
		<pubDate>Wed, 04 Nov 2009 14:47:44 +0000</pubDate>
		<guid isPermaLink="false">http://aras-p.info/blog/?p=434#comment-22493</guid>
		<description>Good post, and I like the term &quot;deferred shadowing&quot; for this as well!</description>
		<content:encoded><![CDATA[<p>Good post, and I like the term &#8220;deferred shadowing&#8221; for this as well!</p>
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