Hi!
Not so much time left until the deadline for students' proposals, but I hope this would be enough for me to write one or two...
After couple days and nights of meditating on Ogre's src, wiki, manuals, api refs and crawling the net I found, that among the available ideas there are two especially interesting for me: implementing custom shadow casting methods and procedural geometry.
Both topics require a lot of additional study to make an approximate project schedule and deliverables.
Here are some thoughts about each topic.
Shadow examples:
There seems to be a lot of interesting shadow approaches in the net. Currently I have read a bit about PCF and PSM. There are a lot of things to study more. Also I think I have general understanding of how ogre's shadow system works.
Procedural geometry:
It is also a great topic. A few month ago a glanced over a book called "The algorithmic beauty of plants". I liked it much and decided to study the subject more carefully. SoC is a good opportunity for this.
Also a demo generator which I found from ogre's ideas page impressed me much. It worth to think about a way to describe geometry generation on some language (may be XML-based). It must be similar to the method used at http://www.theprodukkt.com/, i.e. construction of complex objects from simpler ones but a set of basic transformations.
Also I put some information about my previous experience here to "sell myself"
oh... constructive feedback is highly appreciated
[submitted] More shadow examples
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- Gnoblar
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[submitted] More shadow examples
Last edited by Znah on Sun May 07, 2006 1:12 pm, edited 1 time in total.
- Kencho
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- Gnoblar
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submitted!
sorry, just my inattentionKencho wrote: Please, don't double-post
Finally I submitted my proposal about shadows to google.
Also it can be found here.
- BlasterN
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A few ideas, i know you submitted the projects but maybe it's interesting.
- Shadows for alpha textures.
- Save shadow data (not in a lightmap something like a memory dump reusable), This could be great for static geometry.
- Update only shadows of movable objects
PT: "memory dump reusable" I think you can imagine the meaning and find the perfect sentence in english because I couldnt. I'm spanish
- Shadows for alpha textures.
- Save shadow data (not in a lightmap something like a memory dump reusable), This could be great for static geometry.
- Update only shadows of movable objects
PT: "memory dump reusable" I think you can imagine the meaning and find the perfect sentence in english because I couldnt. I'm spanish
Works:
MapToMesh | Bengine B9 @ www.sourceforge.net/projects/maptoogremesh/
3DWorldStudio exporter@ www.blastern.info
MapToMesh | Bengine B9 @ www.sourceforge.net/projects/maptoogremesh/
3DWorldStudio exporter@ www.blastern.info
- Olex
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Yeah! I want those features like a dead man! It would be awesome to update shadows only when needed per object, or even save a shadow info for objects, and reuse it in the next frame(s).BlasterN wrote:- Save shadow data (not in a lightmap something like a memory dump reusable), This could be great for static geometry.
- Update only shadows of movable objects
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- Gnoblar
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Reusing shadow maps rendered in prevoius frames must be a good idea, but I don't think I currently know OGRE internals enough to make plans about making changes there. Only fixing minor bugs if any...
My english is not perfect also, I'm russian"memory dump reusable" I think you can imagine the meaning and find the perfect sentence in english because I couldnt. I'm spanish
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- Gnoblar
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small update
I forgot to post my updated proposal into thit thread. It can be found here
It was submitted at May, 8.
Here is my first attempt to implement depth shadow maps. I've made it before submitting the proposal update and unfortunately didn't have enough time to improve it since then.
Also I'll post a list of papers I'm going to use here soon.
It was submitted at May, 8.
Here is my first attempt to implement depth shadow maps. I've made it before submitting the proposal update and unfortunately didn't have enough time to improve it since then.
Also I'll post a list of papers I'm going to use here soon.
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- Gnoblar
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some articles
Some real-time shadows related papers I have found in the net
Percentage Closer Shadows:
http://download.nvidia.com/developer/pr ... H/PCSS.pdf
http://www.randima.com/MastersThesis.pdf
Perspective Shadow Maps:
http://www-sop.inria.fr/reves/publicati ... 2/?LANG=gb
http://download.nvidia.com/developer/GP ... eeding.pdf
Variance Shadow Maps:
www.punkuser.net/vsm/vsm_paper.pdf
http://download.nvidia.com/developer/pr ... w-Maps.pdf
Depth Shadow Maps, Overviews, ...
http://developer.nvidia.com/object/hwsh ... paper.html
http://www.devmaster.net/articles/shadow_techniques/
http://www.cs.columbia.edu/~ravir/6160/ ... owmaps.ppt
http://www.ati.com/developer/SIGGRAPH05 ... se_ATI.pdf
http://www.gamedev.net/reference/articl ... le2193.asp
http://www.dtf.ru/articles/read.php?id=37761 -- in russian
Percentage Closer Shadows:
http://download.nvidia.com/developer/pr ... H/PCSS.pdf
http://www.randima.com/MastersThesis.pdf
Perspective Shadow Maps:
http://www-sop.inria.fr/reves/publicati ... 2/?LANG=gb
http://download.nvidia.com/developer/GP ... eeding.pdf
Variance Shadow Maps:
www.punkuser.net/vsm/vsm_paper.pdf
http://download.nvidia.com/developer/pr ... w-Maps.pdf
Depth Shadow Maps, Overviews, ...
http://developer.nvidia.com/object/hwsh ... paper.html
http://www.devmaster.net/articles/shadow_techniques/
http://www.cs.columbia.edu/~ravir/6160/ ... owmaps.ppt
http://www.ati.com/developer/SIGGRAPH05 ... se_ATI.pdf
http://www.gamedev.net/reference/articl ... le2193.asp
http://www.dtf.ru/articles/read.php?id=37761 -- in russian
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here's an interesting one. Light space perspective shadow mapping
http://www.cg.tuwien.ac.at/research/vr/lispsm/
source code/shaders and exe too
http://www.cg.tuwien.ac.at/research/vr/lispsm/
source code/shaders and exe too