CesiumGS / cesium

An open-source JavaScript library for world-class 3D globes and maps :earth_americas:
https://cesium.com/cesiumjs/
Apache License 2.0
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Shadows Roadmap #2594

Open pjcozzi opened 9 years ago

pjcozzi commented 9 years ago

Later

Reading

It will only be a small jump from here to add

CC @fstoner

simonthum commented 9 years ago

We are interested in shadows in cesium and the approach outlined looks like it fits the bill. If I may ask, is there any current development, and is the state of affairs presented here up to date?

pjcozzi commented 9 years ago

This is current. See https://github.com/fstoner/cesium/tree/depth-map

simonthum commented 9 years ago

Thanks a lot!

pjcozzi commented 9 years ago

Looks like a nice resource: http://learnopengl.com/#!Advanced-Lighting/Shadows/Shadow-Mapping

pjcozzi commented 9 years ago

Could be related: Practical Shading of Height Fields and Meshes using Spherical Harmonic Exponentiation

pjcozzi commented 8 years ago

Support multiple shadow maps at once.

Is this done, excluding multiple lights, of course?

kjartab commented 4 years ago

@pjcozzi - the item called "Cast shadows for terrain tiles that are out of view: on the shadows-globe branch." - has any work been done towards it? We using shadows in cesium for buildings and terrain - which works great as long as you point the camera in the sun's direction - but when facing away the shadows dissapear of course. Do you have any idea about how much work this would require to implement? And possibly which part of the source code one would start looking at? Edit: didn't know I was referring to the CEO - maybe someone else can answer?

pjcozzi commented 4 years ago

@pjcozzi - the item called "Cast shadows for terrain tiles that are out of view: on the shadows-globe branch."

Hi @kjartab - I don't believe anyone has made progress towards this. It may require a fair amount of work deep in the rendering engine and 3D Tiles LOD selection as the tiles in the shadow frustum need to be requested and this should not interfere with the tile caching for the main rendering pass. If you are familiar with the rendering engine and shadow algorithms, we could probably find someone to point you in the right direction but just a heads up that it might be a large effort. 😄