Archive for the ‘Shadows’ Category
Continuous Silhouettes
Silhouettes are commonly used for real-time shadowing algorithms. Usually these are generated from the existing edges of a mesh using the face normals. Since shading is usually interpolated over the triangle from the vertex normals, this can introduce shading artifacts where the vertex and face normals do not agree. In addition, these silhouettes move discontinuously when the light or mesh is in motion, which can cause nasty popping artifacts when using penumbra wedge soft shadows, since the projected penumbra volumes are very sensitive to the distance from the silhouette edge to the light source.
This post describes an idea of how to generate silhouette geometry using the vertex normals of a mesh. These silhouettes match the vertex lighting exactly, and also move continuously under smooth lighting or geometry changes.
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Really Old Demos – The Buggy Demo
This demo is just here for posterity – it formed part of my August 2002 coding portfolio when I was first applying for jobs in the games industry. Be warned, there’s some seriously dodgy coding going on here…
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Really Old Demos – Cubic Shadow Mapping
This demo is just here for posterity – it formed part of my August 2002 coding portfolio when I was first applying for jobs in the games industry. Be warned, there’s some seriously dodgy coding going on here…
Really Old Demos – OpenEngine
This demo is just here for posterity – it formed part of my August 2002 coding portfolio when I was first applying for jobs in the games industry. Be warned, there’s some seriously dodgy coding going on here…