osgShadow
- About
- Screenshots
- News
- Mailing Lists
- Documentation
- Downloads
-
Community
- Job Offers
- Job Requests
- Contractors
- People
- Users
- Users Groups
- Events
- Past Events
- Tasks
- Language Wrappers
- Node Kits
- Plugins
- Applications
- Windowing Toolkits
- Derived Software
- Data Resources
- Community Activity
- Wiki Login Details
- Links
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
Attachments
- PSSM.zip (101.8 kB) - added by martin on 07/10/07 17:37:13.
