mh wrote:nbohr1more wrote:Not to spam this thread with tech demos (etc)... but what do you think of Humus's "Shadows that Rock" implementation for Shadow Mapping?
Bad aliasing on the shadow edges.
These demos typically only use a single light source and a relatively low poly count ("shadows that rock" actually has two lights). That's fine for a demo but Doom 3 can have multiple light sources and a much higher poly count so I'd question if it's reasonable to implement such a technique. It would also require a raising of the hardware specs beyond what the original engine required.
I agree. The biggest problem I always had with trying to get proper shadowmapping for static lights, was that there are so many sources. I was never able to get anything that was both accurate and fast. It's fine for dynamic lights, or outdoor scenes with a light source like the sun though, and that is what we did in CRX with shadowmapping. For static lights though, we did stencil volumes, blitted them into an FBO, used GLSL to blur them, and rendered it on a quad over the scene, to achieve soft shadows.